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