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PostPosted: 02 Nov 2005, 12:20 
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Joined: 05 Jun 2005, 18:13
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ALso what format did it support ?
1. UVW ??
2. How to attach between part ?
3. triangle or quad ? since it MAX i believe it is triangle though
4. To export it i must make standard mesh or MAX polygon (convert to poly ?)
any tutorial for that ?

1. It supports one UV mapping channel
2. I don't know, I didn't write the plugin, ask Yeha
3. The format supports triangle strips, triangles, and quads. It's just up to the plugin what it puts in the model.
4. I have succesfully converted an Editable Mesh with the plugin in 3DS max 6. It had just one piece though, I don't know about attaching.

Quote:
oops I missed it anyway

is the new model format supported for features? cos I can get the map with the bridges in .s3o format to load

It should be, there are some problems with custom features so I'll be checking that out...


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PostPosted: 02 Nov 2005, 13:47 
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Quote:
Image


Why is the framework black?


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PostPosted: 02 Nov 2005, 16:10 
Kernel Panic Co-Developer
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It's not black but dark green (R:0 G:8 B:0). Ingame the nanoframe is green and pulsating, and he took the screenshot just at the lowest of the pulse.


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PostPosted: 02 Nov 2005, 18:38 
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Did he? I think I need to adjust my screen settings...


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PostPosted: 02 Nov 2005, 18:42 
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Great work with the LLT (though my cube > your cube :P )
How did you get the part-tree working? :-)


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PostPosted: 02 Nov 2005, 21:53 

Joined: 15 Apr 2005, 17:52
not directly related.. but, can the green and red bars be ahumm.. embedded into some other texture/part/moved... remaped linked?

like having a .. health bar rigth on the back of a unit.. and.. the red bar in its gun?

beautifull llt! (me is ontopic now).

e: cool, tx zwzsg, that makes it. (but will have them dupped.. ah well nothing is perfect).


Last edited by mongus on 04 Nov 2005, 04:06, edited 1 time in total.

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PostPosted: 02 Nov 2005, 23:35 
Kernel Panic Co-Developer
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Use get HEALTH in your script, and move a piece according to that value.

Like, move embbedded_health_bar to x-axis [10] - ([10]*get HEALTH)/100 now; with embbedded_health_bar being a [10] long green piece on the back of the unit, sliding in a sheath.


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PostPosted: 03 Nov 2005, 05:30 
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ummmm.... HOLY CRAP ITS ABOUT TIME!!!! Image

I might leave the privateer project after I finish my galaxy's last few parts and come start making models and UV wrapping them for spring again !!!!!! ImageImage

btw, here's a link to my project I did in the privateer game thing... (I'm not advertising... just showing off) :wink:

http://wcuniverse.sourceforge.net/privg ... 1&topic=40

I could bust out all my old models I was doin and UV them and export like mad WOOT!


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PostPosted: 03 Nov 2005, 08:05 

Joined: 23 Jan 2005, 00:09
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TARevenger wrote:
I can get the map with the bridges in .s3o format to load


I'll rephase that I can't load the map, looks like model can't be read or found


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PostPosted: 03 Nov 2005, 15:02 
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LathanStanley: :shock:
Amazing texturing!!
Please go ahead and export all your old models :)


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PostPosted: 03 Nov 2005, 17:32 
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FLOZi wrote:
Great work with the LLT (though my cube > your cube :P )
How did you get the part-tree working? :-)

(yes your cube rocks)
You need to link the objects together. For scripting, I just used the old LLT script.

Image
As for the black lines. They are black and stay black.
They doesn't change color like in varius shades of green.

Image
I can't get the texture on. I've made the model in 3d Studio Max, with UV mapping and it looked quite good for my first textured model.
But I can't get it working in spring. All hope it brings is this weird buggy thing when it's not yet placed:
Image
So how did you get your texture to work FLOZi?


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PostPosted: 03 Nov 2005, 17:42 
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Well, I used a program called Ultimate Unwrap 3d to make the cube (though i could have just as easily imported it from elsewhere) did a quick and easy UV map of it, exported the map, painted it, applied it to the model. Then I exported the model as .3ds (actually better to do this as .obj - keeps Spring 'Y is up' axes), imported into MAX 7.

I edited the .bmp of the texture map by adding a blank alpha channel and saving as a .png. Then i exported the model in MAX using the s3o plugin, setting texture 1 to cube.png and texture 2 blank.

Having some issues with a more complex model, however. And I don't really know MAX well enough to link pieces properly. :cry:

edit: well figured that out... though perhaps Zaphods 3do->3ds convertor already does it automagically. In which case I want it!

edit2: your problem looks like what happens when a texture is missing inthe 3do format... where did you put your texture file?


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PostPosted: 03 Nov 2005, 19:39 
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Okay what you see when you select the building to build it is the entire texture space with all the textures on that unit. What causes that is a missing texture. You need to make sure the texture is in the "UnitTextures\tatex" folder. That should fix your problem, but remember the texture has to be in eather .bmp, .tga, or if your feeling like making it really good, .dds.


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PostPosted: 03 Nov 2005, 20:26 
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edit: well figured that out... though perhaps Zaphods 3do->3ds convertor already does it automagically. In which case I want it!

I doubt that max will read it correctly, a lot of editors just ignore child objects in a 3DS file. In fact, I wonder if it's actually intented to have child objects since 3ds is not a very properly defined format.

Here is a screenshot of a support tool I'm working on right now. It's supposed to be easy to convert between 3do and s3o, and import/export single 3ds objects (these can be exported/imported by a lot of 3D editors). I'm hoping it will allow more mods to use the new format, and provide a way of improving unit formats in the future.

Image


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PostPosted: 03 Nov 2005, 20:39 
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Sweet start.


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PostPosted: 03 Nov 2005, 21:14 
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Zaphod wrote:
Quote:
edit: well figured that out... though perhaps Zaphods 3do->3ds convertor already does it automagically. In which case I want it!

I doubt that max will read it correctly, a lot of editors just ignore child objects in a 3DS file. In fact, I wonder if it's actually intented to have child objects since 3ds is not a very properly defined format.

Here is a screenshot of a support tool I'm working on right now. It's supposed to be easy to convert between 3do and s3o, and import/export single 3ds objects (these can be exported/imported by a lot of 3D editors). I'm hoping it will allow more mods to use the new format, and provide a way of improving unit formats in the future.

Image


Think I may wait for this before doing any further work with s3o :wink:


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PostPosted: 03 Nov 2005, 22:07 
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TA 3D wrote:
Okay what you see when you select the building to build it is the entire texture space with all the textures on that unit. What causes that is a missing texture. You need to make sure the texture is in the "UnitTextures\tatex" folder. That should fix your problem, but remember the texture has to be in eather .bmp, .tga, or if your feeling like making it really good, .dds.

I tripple checked it. I was using an existing texture.
My cube (I now using a cube, one texture) turned black when build.
And still the buggy "can't find texture"-texture when placing.

Don't know what I'm doing wrong.
Maybe someone can post an example unit in s3o (and everything that comes with it). That would be greatly helpful.

To make things worse, my cube (actually called The Cube of Death, now I know why) made my PC restart when I self-destructed it. That restarting happens from time to time in normal games, maybe it's a bug in some explosion (self-D was a BIG_UNIT explosion) that causes it.


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PostPosted: 04 Nov 2005, 14:54 
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LathanStanley wrote:
ummmm.... HOLY CRAP ITS ABOUT TIME!!!! Image

I might leave the privateer project after I finish my galaxy's last few parts and come start making models and UV wrapping them for spring again !!!!!! ImageImage

btw, here's a link to my project I did in the privateer game thing... (I'm not advertising... just showing off) :wink:

http://wcuniverse.sourceforge.net/privg ... 1&topic=40

I could bust out all my old models I was doin and UV them and export like mad WOOT!


Wooow, nice stuff man. I may be needing you assistance it looks like :-) cause me and Warlord can't texture for toffey... Well actully for a lot of toffy i might, but thats besides the point. What would you say to giving us a hand with texturing a few features (Trees, rocks and stuff like that)?

aGorm


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PostPosted: 04 Nov 2005, 16:45 
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aGorm wrote:
Wooow, nice stuff man. I may be needing you assistance it looks like :-) cause me and Warlord can't texture for toffey... Well actully for a lot of toffy i might, but thats besides the point. What would you say to giving us a hand with texturing a few features (Trees, rocks and stuff like that)?

aGorm


I can be up for it... been busy, quite VERY busy lately...

what free time I come up with, I can help....

I'd kinda prefer to tackle BIG projects when I have the time... but who knows..

reach me on Yahoo for the fastest responses though :wink:


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PostPosted: 04 Nov 2005, 19:12 

Joined: 15 Apr 2005, 17:52
Buggy was doing something like this, wasnt him?

he talked about editing software, included unit designer...

hey buggy! any adv. on that editor you want to show us?

this is just to avoid repeated work...


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