As a 3D modeller, animator, and mapper, (and not a coder) I agree with what
Jed said 100%.

Jed, can you please just go work for Valve?

great, thanks!

On Fri, Jul 24, 2009 at 12:23 PM, Jed <[email protected]> wrote:

> No I wasn't advocating an 3D app -> MDL path. Simply adding support
> for a more common/cross platform 3D format to those that StudioMDL
> supports.
>
> The problem with the SMD format is that it's an old format from and
> old engine and requires plug-ins to be written for 3D apps to support
> it. This leaves it down to Valve to write them.
>
> Take Max for example - a plug-in for one version does not
> automatically work with another, it needs to be recompiled against the
> new versions SDK. A shop like Valve is probably only going to have one
> version and not upgrade every time a new one comes along. Therefore
> SMD plug-ins for other versions are going to have to be made by the 3D
> app users themselves.
>
> Now there are plenty of suitable cross-app 3D formats such as DAE,
> FBX, etc. that Valve could add support for to the StudioMDL compiler
> (and I've vocally expressed this to Valve many times) in *addition* to
> the SMD, OBJ and MRM formats it already supports.
>
> So why should they do it?
>
> - Common file format means more 3D apps that can produce content
> out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
> supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
> - Gives modders/studios/licensees choice to use the 3D app of their
> choice to create content.
> - Valve doesn't need to produce plug-ins for apps, just support the
> format in the compiler.
>
> Simply put SMD format is binding end users to the few apps that write
> it and the generosity of community users such as myself, Prall, et al.
> to write these plug-ins for the 3D apps we want to use.
>
> Interesting case in point - a Canadian studio approached me once
> asking me when my plug-ins would be available for 3DS Max 2009 because
> that was their in-shop 3D content creation tool and they had invested
> a lot of money in software and training and didn't want to have to
> move to something else. Their apparent decision to purchase a Source
> license for their title was hanging on the availability of plug-ins
> for Max.
>
> My main issue with some of the SDK tool is that that it feels like
> Valve aren't being smart about it. Good tools means wider adoption
> which might result in more licensees and from a modders perspective,
> more people getting into it and maybe making the next CSS/TF2/Portal
> that Valve can snap up as their IP. I think Valve should have a
> dedicated tool guy (not me) turning out polished useful tools - not
> this rehashed crap that's hung over from Half-Life 1.
>
> - Start over with StudioMDL - make it a GUI app from the start (and
> adding batch/scripting to it wouldn't be hard)
> - Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
> GUI from Mete's HLMV.
> - Add support form more 3D modern file formats and eventually phase
> out SMD, etc.
> - If for license/NDA reasons you can't release all the source code for
> apps, at least release parts of it. A lot can be learned from even
> partial code that could help us as modders make our own apps.
> - Add some SDK tool API stuff - for example code to render a 3D window
> like in HLMV. It can still require steam but make it accessible so
> that developers can add support for model rendering in other apps.
> - Polished tools will make the SDK/Engine more attractive to end
> users. Modding shouldn't be a right of passage but a warm welcoming
> experience to inspire the next great ideas.
>
> I could go on but you get the general idea...
>
> - Jed
>
>
> 2009/7/24 Jorge Rodriguez <[email protected]>:
> > On Fri, Jul 24, 2009 at 2:41 AM, Minh <[email protected]> wrote:
> >
> >> The .smd format is extremely robust the way  accomodates reference
> meshes,
> >> AND skeletal animation. So you want a method to go straight from 3d
> model /
> >> animation -> .mdl ?
> >> How is that going to work with parametric animation? where you can
> combine
> >> multiple .smds to make an animation?
> >
> >
> > Minh, while the capabilities of the studio compiler are formidable, it
> still
> > leaves much to be desired in terms of file format and syntax. Don't tell
> me
> > you've never struggled with the qc format. I am constantly having
> problems
> > with its limitations. It's a rather robust system that allows for
> combining
> > animations in many interesting ways, but the syntax still pisses me off
> > quite a bit, and the technicality of it leaves it out of reach of most
> > artists. I hear Valve wrote some simple tools around it, but I'm
> surprised
> > they haven't replaced it entirely.
> >
> > The SMD format is perhaps a bit clunky, but I don't have too many
> problems
> > with it, because it does exactly what is needed, even if it does it in a
> bit
> > of a backwards way.
>
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