[project1dev] Re: Mine Props

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 21:16:01 -0400

oh and they are both low poly

On Mon, May 18, 2009 at 9:04 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> lantern 1 is straight from c4d, lantern 2 has been run through 3ds...
> neither are textured
>
>
> On Mon, May 18, 2009 at 9:00 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> 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: