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. >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >