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