[project1dev] Re: Mine Props

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 20:40:23 -0400

alan i have a noobish question... when i 3d model i use bezier curves, etc.
to keep models simple but then when i bring them into 3ds to export for
milkshape everything turns into polygons and becomes super huge... is that
just something im going to have to deal with? or am i missing something?

On Mon, May 18, 2009 at 8:36 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> but hey i found some sample code someone wrote for opening 3ds files.
>
> it might not work out of the box but if it works as advertised, or anywhere
> near close, it should be kinda easy just to open another file and write out
> the data in the milkshape file format (hopefully).
>
> It would be cool if we could find a way to not have to but if we do at
> least part of the work is done with that code if it actually works ok
> On Mon, May 18, 2009 at 5:32 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> 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.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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