Asset Data Formats


#1

Hi all, I’m trying to build a specification for my team to use when producing content and as much as I scramble across the website and forums, I can’t seem to find any clearshot answers.

The purpose of the choices is to find a suitable balance between server storage, and processing time before rendering.

What I’ve compiled so far is this list, please call out any mistakes so I can ammend it :smile:

Texture - Uncompressed Targa 32bit Image (.tga) (32px² - 512px²) - Disputed. Potential to use PNG.

Sound - Uncompressed Wave File (.wav)
Mesh - Autodesk FBX 3D Model Binary File (.fbx)
Animation - Autodesk FBX Animation Binary File (.fbx)
Script - JavaScript conforming to High Fidelity code specification (.js)


#2

Well, from my point of view is quiet ok, 512 px tga is used also by Second Life :P, is a good choice between size and quality


#3

Unless it’s changed recently - hifi does not support TGA. JPG and PNG. (Correct me if wrong please)

Other than that your spec list looks reasonable.


#4

Can this be confirmed? PNG would be second best choice after all so I’d rather know in advanced before building tools to process the assets.


#5

I could be doing something wrong - it wouldn’t be first time, but since day 1 here (last September) and up to today March 28 - an FBX using a TGA texture for me leads to it not rendering. The best way to test is to produce your own FBX asset with various texture types and test. But - I will say this. What works today won’t necessarily work tomorrow or vice-versa. This is in so much rapid flux that it’s very difficult to do any sort of long range plans based on “standards”.


#6

I guess discovery is going to be the best course of action. Would the developers be willing to actually create an asset specification so that content producers can begin to produce a market without fear of formats changing?