[project1dev] Re: Mine Props

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 17:44:59 -0700

oh and our engine only supports polygons, it doesnt let you import
bezier curves directly or anything.

On Mon, May 18, 2009 at 5:43 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> well milkshape only supports polygons so they'll have to be broken into
> polygons at some point yeah :/
>
> whatever does the breaking into polygons might have a setting for how many
> polygons to use or some smoothness tolerance.
>
> Or maybe 3ds has some kind of mesh optomizer in it?  if so that would be
> really neat.
>   On Mon, May 18, 2009 at 5:40 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> 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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