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PostPosted: 26 Oct 2005, 17:32 
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Joined: 28 Apr 2005, 18:29
Location: Netherlands
we need a 3do --> 3so converter :D


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PostPosted: 26 Oct 2005, 21:29 
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Joined: 27 Sep 2005, 09:05
Location: Trento, Italy
The texture format is dds so this should be useful:

http://developer.nvidia.com/object/nv_t ... tools.html


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PostPosted: 26 Oct 2005, 21:52 
Site Admin

Joined: 13 Aug 2004, 16:13
Strictly speaking the textures doesnt need to be in dds format its just that if you use something else you will likely run out of texture memory before long (if you arent lucky and have a 256mb gfx card).


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 Post subject: Re: Models
PostPosted: 26 Oct 2005, 22:47 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Yeha wrote:
There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.


Why not use the blue of texture2 instead of the alpha of texture1 for the teamcolor. I'm not sure how the new format works, but if both texture are regular image files, then it is much easier to work with two 24bit *.bmp than having to deal with alpha. I mean, even paint can do RGB bmp, while I don't even know any program that would let me set the alpha precisely (I'm not saying I use paint, I'm just showing how easy it is to use two RGB picture and how hard it is to use the alpha channel.)

So, please, can you move teamcolor to the blue of texture2 and don't use any alpha channel?


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PostPosted: 26 Oct 2005, 23:06 
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Joined: 30 Apr 2005, 00:10
Location: Fort Sill, OK, USA
if a plug in is made for either Rhino, Gmax or Wings3D i'd be grateful...

3DSM is hard to find demo's for these days...they are too afraid they will get cracked...

I just want to convert a unit so I can try out the new format....


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PostPosted: 26 Oct 2005, 23:27 
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Joined: 05 Jun 2005, 18:13
Location: NL
I will throw together a small model editor with some of my old editor code. My intention is to have loading/saving for both unit formats (3do and s3o), and import of 3DS. I don't expect it to be a lot of work, but I have a lot of other things to do as well. I hope to have a first version in about 2.5 weeks.
And as decided on irc, the project codename is Higgs ;)


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PostPosted: 27 Oct 2005, 00:40 
Imperial Winter Developer

Joined: 06 Feb 2005, 13:42
Location: Indianapolis
Zwzsg: Read SJ's post again. You really need to use .dds format so the textures can be handled most efficiently, so there's no reason to not use the alpha.

You could always make the texture as a normal rgb bitmap first and then go in later to add the alpha layer.


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PostPosted: 27 Oct 2005, 04:21 
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Joined: 30 Apr 2005, 00:10
Location: Fort Sill, OK, USA
It's gonna be sweet once I got Alpha muzzle flashes done, whooo!

Now to convert my models...


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 Post subject: Re: Models
PostPosted: 27 Oct 2005, 05:59 
Classic Community Lead
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Joined: 12 Aug 2005, 08:29
Location: CANAYDEEEAH!
zwzsg wrote:
Yeha wrote:
There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.


Why not use the blue of texture2 instead of the alpha of texture1 for the teamcolor. I'm not sure how the new format works, but if both texture are regular image files, then it is much easier to work with two 24bit *.bmp than having to deal with alpha. I mean, even paint can do RGB bmp, while I don't even know any program that would let me set the alpha precisely (I'm not saying I use paint, I'm just showing how easy it is to use two RGB picture and how hard it is to use the alpha channel.)

So, please, can you move teamcolor to the blue of texture2 and don't use any alpha channel?
GIMP... Photoshop too...

Its WAY easier to work with texture map with team color as the alpha channel then it is to do it in a color channel of a different image. I can just load up my image infront of a red layer and see exactly what it will look like when I'm on the red team. I can't even fathom how you would visually analize your texture if the team color is on a different image map. It would be virtually impossible to make a good looking gritty team color texture, comparitively with the alpha channel it's easy. Plus we'll figure out something later that we want to use the blue channel for, and then we won't be able to because it's monopolized by team color.


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 Post subject:
PostPosted: 27 Oct 2005, 06:53 
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Joined: 05 Oct 2005, 14:29
Location: The Netherlands
GrOuNd_ZeRo wrote:
if a plug in is made for either Rhino, Gmax or Wings3D i'd be grateful...

3DSM is hard to find demo's for these days...they are too afraid they will get cracked...

I just want to convert a unit so I can try out the new format....


A trial of 3DSM7 can be download here: http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/3D-Studio-Max.shtml

3DO builder can export objects as dtx, whitch can be imported in 3dsm.
However, 3dsm says it's corrupt, you first need to import it in
Blender(er anything else that is ablke to open it) and then export it to something 3dsm is also capable of importing.

This is not very usefull, since Zaphod made a perfect 3do->3ds converter.


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 Post subject:
PostPosted: 30 Oct 2005, 03:46 

Joined: 08 Jun 2005, 10:10
Location: Unified-State Republic Indonesia
will there converter for other ?
lwo/lws to 3so, an8 to 3so etc not everyone is MAX fans....


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PostPosted: 30 Oct 2005, 07:34 
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Joined: 12 Nov 2004, 06:08
Location: Brickclaw, WA USA
Yeha thanks! :shock: The plugin droped into my 3ds max 8 trial plugin folder nicely without any complaints.

And for people looking for max, go to this site:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5972446 and fill out the form that pops up when you click on the link in the middle of the page. There are "No Strings Attached!" Then submit it and when you get the emai from them go to the link provided in the email and dl the trail.

*WARNING!* Not for people with slow connections(dsl minium for considering). The installer is 130mb, and the "Greatest Tutorials and Help files ever made"(So much helpful info that one could spend a lifetime in them. GZ there just like the ones for GMAX) are 144mb.

Ver 8 is beyond easy to use. GZ you will be suprised how mush easier it is to texture models then in GMAX.


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 Post subject:
PostPosted: 30 Oct 2005, 13:45 

Joined: 29 May 2005, 10:18
Location: Eindhoven, Netherlands
Is there a blender plugin or something?


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 Post subject:
PostPosted: 30 Oct 2005, 16:33 
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Joined: 08 Dec 2004, 21:53
Location: USA
TA 3D wrote:
And for people looking for max, go to this site:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5972446 and fill out the form that pops up when you click on the link in the middle of the page. There are "No Strings Attached!"


The pop-up form says:
Quote:
"Please note: By confirming your e-mail address and downloading this file, you are signing up to receive periodic follow-up e-mails from us. Any e-mails we send you will contain unsubscribe information, and you may opt-out of future e-mails at any time. You also consent to our sharing your information with our resellers."

Just wanted to make sure people saw the warning.


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PostPosted: 30 Oct 2005, 20:04 

Joined: 28 Jan 2005, 18:15
Location: Cockpit of a Dire Wolf.
In other words, you get it free, and they sell all your information that you put down to advertising companies.


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PostPosted: 30 Oct 2005, 21:18 
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44
Location: Backwoods of New Hampshire
Which is why free msn/hotmail email accounts are just the thing for these registration pages. I check it once every two months, or whenever I need a validation link bit. Works like a charm.


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PostPosted: 30 Oct 2005, 22:18 
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Joined: 13 Aug 2004, 16:13
Has anyone managed to produce any usefull models in the new format ?
Could be interesting to test with.


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 Post subject:
PostPosted: 30 Oct 2005, 23:52 
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Joined: 30 Apr 2005, 00:10
Location: Fort Sill, OK, USA
As of right now I lack the means to do so, I shall download 3DSM ASAP and try it out...


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 Post subject:
PostPosted: 31 Oct 2005, 00:04 

Joined: 23 Jan 2005, 00:09
Location: New Zealand
how many polygons can the new format can support? cause I got a few models with upto 20000 polygons I'm wanting to try


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 Post subject:
PostPosted: 31 Oct 2005, 00:22 

Joined: 28 Jan 2005, 18:15
Location: Cockpit of a Dire Wolf.
I think the better question is how many polygons the new computers can support. 20,000 sounds a bit high, even if you only have one in an entire game.


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