its ok and yeah milkshape is bad i complained to the creator and he blew me off saying "pff everyone always says its great, ive never had negative feedback before it must just be you" so yeah... sucks :p On Mon, May 18, 2009 at 5:26 PM, eric drewes <figarus@xxxxxxxxx> wrote: > 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. >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >