[project1dev] Re: Mine Props

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 17:05:04 -0700

well actually a more reasonable alternative is making a program that
converts from some other format into ms3d files ourselves.

That actually wouldn't be as bad....

If worst comes to worst I'm not opposed to that but we should seriously see
if we can get it to work since if we can, i can work on features and
optimizations.

maybe try a plane? or a single triangle?
On Mon, May 18, 2009 at 5:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> ok lets call the game off <g> :P
>
> there's a way to get it to work im sure, we just have to find it
>
> the alternative is spending a few months re-writing the code that deals
> with models and animation
>   On Mon, May 18, 2009 at 4:55 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> *builds cube* *milkshape crashes*
>>
>>
>> On Mon, May 18, 2009 at 7:50 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> maybe start with a simple shape and see if you can get that working?
>>>
>>>
>>> On Mon, May 18, 2009 at 4:36 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>> i cant even get it to import textures correctly :(
>>>>
>>>>
>>>> On Mon, May 18, 2009 at 7:30 PM, <figarus@xxxxxxxxx> wrote:
>>>>
>>>>> Yeah I think it can but we have to get it to import first
>>>>>
>>>>> Sent via BlackBerry from T-Mobile
>>>>>
>>>>> ------------------------------
>>>>> *From*: Alan Wolfe
>>>>> *Date*: Mon, 18 May 2009 16:21:08 -0700
>>>>> *To*: <project1dev@xxxxxxxxxxxxx>
>>>>> *Subject*: [project1dev] Re: Mine Props
>>>>>  but hey also if milkshape can import regular model data, i bet it can
>>>>> import animation data too
>>>>>
>>>>> On Mon, May 18, 2009 at 4:19 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> yeah, milkshape does bone animation that allows you to assign each
>>>>>> vert to whatever bone you want.
>>>>>>
>>>>>> I think it has it so you can weight a vertex to multiple bones too but
>>>>>> im not sure how that works so our engine doesnt currently support it.
>>>>>>   On Mon, May 18, 2009 at 4:17 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> well the thing about it is... somewhere along the lines we're gonna
>>>>>>> be able to need to do pretty detailed animation, does milkshape support 
>>>>>>> that
>>>>>>> in program?  i am willing to learn animation over again if it will 
>>>>>>> work, i
>>>>>>> just want to get a consistant workflow going that will work longterm
>>>>>>>
>>>>>>>
>>>>>>> On Mon, May 18, 2009 at 6:59 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> that sucks man ):
>>>>>>>>
>>>>>>>> hey, learning to animate in milkshape was kinda a pain but i spent
>>>>>>>> like 3 hours and learned it back when i was first coding the animation
>>>>>>>> stuff.
>>>>>>>>
>>>>>>>> If you want i could make (possibly bad) animations of the dog men.
>>>>>>>> Or i could try and find the youtube tutorial vids if you want to see 
>>>>>>>> them.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Mon, May 18, 2009 at 3:33 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>>>
>>>>>>>>> i dont want to duplicate efforts... no reason for it.
>>>>>>>>>
>>>>>>>>> i'll tackle lanterns, lanterns with poles for the walls, barrels,
>>>>>>>>> crates (ew!)
>>>>>>>>>
>>>>>>>>> will have them done tonight at the expense of finishing kobold
>>>>>>>>> animation (whcih i am frustrated w/ :-P)
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Mon, May 18, 2009 at 6:26 PM, Alan Wolfe 
>>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>>>
>>>>>>>>>> fair enough if you dont mind the duplicated efforts :P
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Mon, May 18, 2009 at 3:22 PM, Matthew Freeland <
>>>>>>>>>> mattthefiend@xxxxxxxxx> wrote:
>>>>>>>>>>
>>>>>>>>>>> Multiple versions of the same thing isn't necessarily a bad
>>>>>>>>>>> thing. :P
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Mon, May 18, 2009 at 3:21 PM, Alan Wolfe <
>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> you guys might wanna let eachother know what you are working on
>>>>>>>>>>>> so you don't waste effort and like, everyone comes back w/ a 
>>>>>>>>>>>> shovel or
>>>>>>>>>>>> something hehe
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Mon, May 18, 2009 at 3:20 PM, Alan Wolfe <
>>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Eric wanted to do the lighting pass so i leave that to him (:
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Mon, May 18, 2009 at 3:14 PM, Matthew Freeland <
>>>>>>>>>>>>> mattthefiend@xxxxxxxxx> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Okay, so in order to make the mines a little prettier like Mr.
>>>>>>>>>>>>>> Eric has been saying, I came up with a small list of props to 
>>>>>>>>>>>>>> get together.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Torch Bracket (w/ torch and without)
>>>>>>>>>>>>>> Shovel/Pick/Sifters and other mining equipment
>>>>>>>>>>>>>> Hooded lantern (To hang from the support columns)
>>>>>>>>>>>>>> Barrels
>>>>>>>>>>>>>> Crates
>>>>>>>>>>>>>> A stuffed Nick head on a taxidermy frame for threatening to
>>>>>>>>>>>>>> eat my wormly family (I'll handle that one)
>>>>>>>>>>>>>> Small rubble piles along the walls
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> as well I am going to work on making the finished rail pieces,
>>>>>>>>>>>>>> corner pieces, connectors, and railstops. as well I am going to 
>>>>>>>>>>>>>> make some
>>>>>>>>>>>>>> cave in blocks.
>>>>>>>>>>>>>> Little vertical columns with boards bracing loose rocks, it
>>>>>>>>>>>>>> should look cool.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> All stuff within the milestone list I believe, although I
>>>>>>>>>>>>>> don't know how to apply lighting so I'll make Alan do it.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> P.S. Nick must DIE.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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