mitscherdinger Wrote:*What are the roots of the joe-format? Where does it come from?
It's very similar to the md2 (quake 2 model) format, but without some of the reduced precision stuff they did to save on space.
Quote:*Why have you decided to use the joe format? What is better about it in comparison to others?
All I needed was a simple binary format to dump verts, normals, and triangles. Unfortunately I couldn't find a good one when I was initially looking, so I wrote my own. Most of the formats that were in common use were either way way more than I needed, text formats (slow to load, large on space), or didn't have enough (I needed per-vertex normals).
Quote:*There are plenty of good models for the (not really open source) game "racer" - why did you decide to take a format that is not compatible to their format?
I didn't find out about racer until maybe a year or so after I started VDrift. There is a dof to joe conversion utility available, though I wrote it mainly for track objects and I'm not sure anyone has tried it for cars:
http://svn.vdrift.net/repos/vdrift-track...k/dof2joe/
Quote:*Both blender and wings3D can't handle *.joe - at least without a plugin. Wouldn't it be better to use a format that can be exported directly from these?
Maybe. Can you suggest one?
If you want, you can convert from .joe to .obj (the text wavefront OBJ format that's widely supported) using the converter that comes in VDrift/tools/modelconvert.
What I should probably do is move .dof support into modelconvert instead of having a separate utility, and also make modelconvert able to convert to .joe (instead of just from .joe)....