[project1dev] Re: Project1 - SVN Update 138

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 12:10:35 -0700

I agree, don't give up hope on Milkshape, even if it's not as pretty
or intuitive :)

Btw Katie, if anyone could pay $43k and just know how to do something,
everyone would - it's who is learning it and if they can apply it that
is important!

On Tue, May 19, 2009 at 11:56 AM, eric drewes <figarus@xxxxxxxxx> wrote:
> awesome stuff, i'll look into that plugin... anything that will smooth out
> the work flow will be a huge win for us, i think about the hours i've spent
> on art w/ little to no results and cry haha...
>
> if it doesnt work, maybe i'll try to learn maya.
>
> good lookin' out!
>
> hey katie, we're wrapping up the milestone in the next couple days and are
> gonna start on the next one, it has a theme/art that i think you'll really
> be able to sink your teeth into...
>
> On Tue, May 19, 2009 at 2:47 PM, katie cook <ktmcook@xxxxxxxxx> wrote:
>>
>> Yeah, at times that degree I paid $43,000 for pays off. =)
>>
>> Sorry, I think one of my other posts posted twice.
>>
>> Stupid yahoo mail lag.
>>
>> --- On Tue, 5/19/09, Chris Sherman <cshermandesign@xxxxxxxxx> wrote:
>>
>> From: Chris Sherman <cshermandesign@xxxxxxxxx>
>> Subject: [project1dev] Re: Project1 - SVN Update 138
>> To: project1dev@xxxxxxxxxxxxx
>> Date: Tuesday, May 19, 2009, 11:34 AM
>>
>> In cinema 4d normals can be swapped or aligned to surrounding faces, that
>> might fix the issue eric. Good call Katie!
>> Sent from my BlackBerry
>> ________________________________
>> From: katie cook
>> Date: Tue, 19 May 2009 11:30:14 -0700 (PDT)
>> To: <project1dev@xxxxxxxxxxxxx>
>> Subject: [project1dev] Re: Project1 - SVN Update 138
>> Hey Guys,
>>
>> I don't know what programs you use. But in maya, the backface culling
>> could be an issue with what is called NORMALS. Each polygon face has a
>> normal. It either faces in or out.
>> It is represented by a line either sticking into the object or sticking
>> out. For the most part you always want your normals facing out.
>>
>> You can turn the display of normals on/off in maya. Basically it shows
>> which way the polygon is facing. I usually check my normals periodically,
>> cause sometimes when you extrude faces/edges the software interpolates the
>> polygons in the wrong direction. Especialy if you are modifing existing
>> objects by "creating polygons", which is what I tend to do a lot.
>>
>> Anyway, just thought I would throw some info out there. Hopefully this
>> helps so you know what's going on with your models.
>>
>> Happy Gaming!
>>
>> I am planning on working on a shovel and pickaxe/texturing tonight (being
>> Tuesday) if that works?...
>>
>> --- On Tue, 5/19/09, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>> From: eric drewes <figarus@xxxxxxxxx>
>> Subject: [project1dev] Re: Project1 - SVN Update 138
>> To: project1dev@xxxxxxxxxxxxx
>> Date: Tuesday, May 19, 2009, 6:56 AM
>>
>> sounds good, and good information to have... i noticed it was dark  in
>> milkshape but didnt know the reason :P
>>
>> On Tue, May 19, 2009 at 9:52 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>> actually thats not true, milkshape does have back face culling on in it.
>>>
>>> i saw the polys of the barrel in that program as if they were unlit but
>>> im not sure why...
>>>
>>> anyways, i noticed the problem in the game engine and just reversed the
>>> vertex order in milkshape and it fixed it (:
>>>
>>> On Tue, May 19, 2009 at 6:50 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>>
>>>> All the polygons were facing the wrong way so when you looked at the
>>>> barrel you saw the inside polygons and the outside ones were invisible from
>>>> back face culling.
>>>>
>>>> I don't know how that happened but you can fix it in milkshape.  Just
>>>> select the whole object and under the "Face" menu, select "reverse vertex
>>>> order".
>>>>
>>>> Milkshape doesn't have back face culling but you can tell if something
>>>> is facing the wrong way or not in milkshape because if it is, it will be
>>>> really dark like it's unlit cause it uses a 1 sided shading model.
>>>>
>>>> On Tue, May 19, 2009 at 6:22 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>>>
>>>>> hey alan it does look pretty cool man, definitely coming into shape.
>>>>> can't wait to tackle the next milestone...
>>>>>
>>>>> hey though, quick question... what did you mean the barrel was inside
>>>>> out? how would it get like that? how did you fix it? haha
>>>>>
>>>>> On Tue, May 19, 2009 at 1:59 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>> wrote:
>>>>>>
>>>>>> I updated the website too with some more screen shots since so much
>>>>>> cool new stuff has gone in:
>>>>>>
>>>>>> http://project1.demofox.org/
>>>>>>
>>>>>> It's really exciting how good things are starting to look (:
>>>>>>
>>>>>> On Mon, May 18, 2009 at 10:51 PM, Apache User
>>>>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>>>>
>>>>>>> User:atrix256
>>>>>>>
>>>>>>> Message: Added Eric's models to the map in a few places, turned the
>>>>>>> barrel inside out (it was inside out so this fixed it!) and since 
>>>>>>> textures
>>>>>>> were bein a problem for the lantern i just set it to some solid colors 
>>>>>>> for
>>>>>>> now.  Things are lookin nice!
>>>>>>>
>>>>>>> <Files Changed>
>>>>>>> U   Art/Models/barrel.ms3d
>>>>>>> U   Art/Models/lantern.ms3d
>>>>>>> U   Scripts/Maps/cavemap_geometry.lua
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>>
>>
>
>

Other related posts: