[project1dev] Re: Project1 - SVN Update 138

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 11:45:29 -0700 (PDT)

Hey Guys,
I don't know if you guys have covered/been down this road already, but just in 
case for Eric's sanity...=)
From what I understand there is the ability for you to do stuff in 3D studio 
max? Yes?
If so...
There is a .fbx plugin that works with Max to Milkshape, just like Maya to 
Since Autodesk now owns Max/Maya, they built plugins for both conversions.
You install the plugin into the Plugins folder in Max. Export from Max as a 
.fbx file. Then import the .fbx into Milkshape. There are instructions you can 
google if these don't work. This is how it worked for Maya.
When I did it with Maya, the textures imported good. Make sure to keep them a 
somewhat reasonable size. 512x512 worked for me.
As far as animation, it is suppose to support importing animation just like 
anything else. I haven't tried it yet. But theoretically, they say its suppose 
to work.
I all but lost my mind trying to work in Milkshape. It was excruciating. It is 
much more functional animating in Max if it works.
Hopefully, this is something you can work with what you were trying to do.
Good luck Eric, I commend you sticking it out to try Milkshape. I know I 
couldn't. =)

--- 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 

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:


It's really exciting how good things are starting to look (:

On Mon, May 18, 2009 at 10:51 PM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx> 


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


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