[project1dev] Re: Mine Props

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 18:00:49 -0700

hey if you send a 3ds file my way or if you have a couple of em layin around
send em my way and i'll see if that loader code works on em (:

On Mon, May 18, 2009 at 5:46 PM, eric drewes <figarus@xxxxxxxxx> wrote:

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

Other related posts: