[project1dev] Re: Mine Props

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 20:26:21 -0400

im givin it the old college try (:

its just a matter of getting the work flow down, getting textures to work,
getting animation to work...

i guess part of it is i am coming from really user friendly programs and
milkshape is not really an artist's tool... i am getting it.

sorry alan, i dont want you to be upset :(

On Mon, May 18, 2009 at 8:19 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> well hey, what formats can 3ds save as?
>
> Any favorite formats that support animation?
> On Mon, May 18, 2009 at 5:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> well keep trying, see if anyone can figure it out.
>>
>> ill try and read up on the 3ds file format and some others in case we need
>> to make a converter
>>   On Mon, May 18, 2009 at 5:11 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>>> i got the barrel working, the problem is complex textures and getting
>>> them to map correctly.  i'm sorry for venting my frustration, it just sucks
>>> bringing a model from c4d where it looks amazing, to 3ds where it still
>>> looks good, to milkshape where it falls apart and it takes 20 minutes to get
>>> it to look half decent...
>>>
>>> i'll jus
>>>
>>>
>>> On Mon, May 18, 2009 at 8:05 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>
>>>> 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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