[project1dev] Re: Mine Props

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 20:46:38 -0400

yeah i use a mesh optomizer to lower the polycount before i import into
milkshape, it works ok

On Mon, May 18, 2009 at 8:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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