SpliFF wrote:The issue seems to be simply that wings3d has too few features (it's a mesh editor, not a model builder) and blender has too many features (and quirky interfaces) to make it easy. Milkshape is a better fit but it's shareware (and windows only I think).
UpSpring fills a pretty narrow role. Most of it's features nobody actually uses (like the scripting stuff). It's main role is simply adding the hierarchy, height and radius to a file that doesn't have one. It has no purpose outside the Spring community so developer mindshare is minimal (hence the reason it still has serious issues going on years).
I agree. Also assigning textures, and setting radius is increasingly a thing of the past - unitdef custom colvols and Boxxy gadget.
In short, UpSpring and S3O itself were custom measures to deal with limitations of legacy 3d editors and their export formats. However better model formats now exist and so do better editors and tools. Keeping UpSpring around may be prudent in the short term to medium term, particularly for existing projects, but in the longer term it's a poor use of developer time and newer projects should consider the advantages that these newer tools and formats can bring.
Again, pretty much agree with this, though I think Upspring will be around for longer than you might think.
@Flozi, Please don't mention OBJ in relation to assimp. It is an even more limited format than S3O. It doesn't support hierarchies (without a metafile) and a range of other things that may become useful later on. OBJ is not a generic term for "everything other than S3O". The recommended formats for use with assimp are 3DS or Collada.
Fair enough, but at the end of the day all that is different is one section of the metafile. 3DS is hardly a modern format either.
I can also write you up a quick howto for using models with assimp but in the meantime most of what you need is already in the assimp thread and AssimpMod (look in the objects3d directory for examples of models and metadata).
A quick howto (on the wiki) would be a good start, distilling the important information from various threads and example mods into a full tutorial would be even better.
Kloot wrote:FLOZi wrote:
Are the obj/assimp metafiles fully compatible yet? Last time I talked to Car he seemed to have some concerns over the obj metafile (and I don't know who else is trying to use obj in a real project, anyone?).
Not yet, and only for the former does a generator exist. There is indeed one issue left with it, due to lack of demand.
The lack of an assimp generator, even if the particular format being used holds the origin/ hierarchy data, is something that will need to be addressed before assimp 'take-up' will take off, imo. What's the long term view on the obj loader, now that we have assimp?
FLOZi wrote:
I do accept using Blender only for the final stage, as a direct replacement for Upspring isn't too objectionable, though I imagine Blender won't render the textures in a 'spring like' way regarding channel usage?
That's true, but then again the "Spring way" is highly non-standard. At some point the texture1/texture2 system will have to make way for more advanced common rendering techniques, otherwise assimp's added support of new formats will ultimately be pointless (beyond removing UpSpring from the equation).
I understand that, in fact that's kind of what I was driving at, though I guess that will be in the reasonably far future as I imagine it will be the end of s3o if we want a clean implementation? Or is it something that could feasibly be brought in in parallel?
Also textures was just the first issue that popped into my head - are there any others? (for example, Does the obj metafile generator give visual feedback about setting the height and radius as Upspring does?)
FLOZi wrote:
What you gain in some respects you may lose in others. The likelihood is we'll still be seeing s3os in game archives for some years to come (We still haven't fully outgrown 3do!), and Upspring is still the only tool to really deal with them (yes they can be converted - so can 3do, and yet they aren't).
If most existing 3DO/S3O content is still being edited (not created) regularly, it might indeed be worthwhile to patch up UpSpring, but if not, that time would IMO be better spent writing im- and exporters for well-established tools that can perform the same "rigging" functions. (obviously, for Blender those already exist, and IIRC also for 3D Studio)
S3O content is still being created regularly (all of knorkes mods, aGorms mod, journeywar; basically all the mods that have
started to be built in the past few months are s3o, and probably the devs will stick to the format they've started with) and will be so for a while, editing for much longer (years imo, just look at 3do). I do agree that moving to well established tools is a future goal, but I think even relatively minor improvements to Upspring (auto appending file extensions, fixing the mirrored z axis) would have a lasting effect well worth the time invested. More advanced changes like better handling (and import) of UV maps (this one has caused me major grief lately) and rendering texture2 transparency are a different question - but ultimately it falls to what devs choose to spend their own time on. Personally I am still holding out hope for Bruce's Upspring replacement in the medium term.
Is it me or is this thread turning...
civil?

Someone better go tell Forb he has to start using Blender so we can get things derailed again.