round edges on models - Page 2

round edges on models

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10238
Joined: 24 Jan 2006, 21:12

Re: round edges on models

Post by PicassoCT » 23 Nov 2011, 00:27

awww.... i demand your mod stall like all other projects.. feature creeper i choose you and raise a massive demand for rubic cubes .. + solver as siencelab

http://www.youtube.com/watch?v=eaRcWB3jwMo
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knorke
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Joined: 22 Feb 2006, 01:02

Re: round edges on models

Post by knorke » 23 Nov 2011, 01:13

I think it is not possible to make a Spring piece hierachy for a 3x3x3 cube that works like a rubic cube. Could fake it in some ways or translate every piece seperatly instead of rotating 3x3 plates but yeah feature creep...
Already have enough unused stuff I don't know how to fit in :/
(inb4 2nd faction made of scrapped stuff)
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1v0ry_k1ng
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Re: round edges on models

Post by 1v0ry_k1ng » 24 Nov 2011, 12:08

yeah, with the outlines it looks much nicer
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knorke
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Re: round edges on models

Post by knorke » 24 Nov 2011, 13:20

well, maybe possible to lua it. :regret:
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Beherith
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Re: round edges on models

Post by Beherith » 12 Feb 2012, 13:16

Dear lord. Ive been running into this issue, but refuse to import piece by piece .obj files - that is f*cking retarded.
I suspect a lot of you use wings3d?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: round edges on models

Post by FLOZi » 12 Feb 2012, 13:58

Beherith wrote:Dear lord. Ive been running into this issue, but refuse to import piece by piece .obj files - that is f*cking retarded.
I suspect a lot of you use wings3d?
Pretty much every model in s44 was done per piece with obj - which is why I made Spiked do it. :mrgreen:

Are you using blender? Maybe try .dae? Talk to CarRepairer I guess.
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Beherith
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Re: round edges on models

Post by Beherith » 12 Feb 2012, 15:59

Ok, here is the solution:

1. Install python 2.6 and up (not python 3)
2. Unzip the attached archive.
3. Combine the pieces you want in Wings to the pieces you want in spring. Triangulate the model.
4. Export as .obj
5. Double click objtos3o.py and select your obj file OR type python objtos3o.py myobjectfile.obj
6. Enjoy an optimized, vertex cache optimized correct normals piece split .s3o file!

All thanks goes to Muon for his amazing s3o-tool library. Thank him here:http://springrts.com/phpbb/viewtopic.php?f=12&t=27529

There is an easter egg too: you get 10% more fps because the models are vertex cache optimized!
Attachments
objtos3o.zip
(7.84 KiB) Downloaded 12 times
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: round edges on models

Post by Forboding Angel » 13 Feb 2012, 11:35

Me and Kaiser did 3ds. A lot less painful.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: round edges on models

Post by Beherith » 13 Feb 2012, 12:03

Forb: 3ds is what I had issues with, the 3ds files created by wings either have their smoothing groups screwed up, or upspring screws them up. Thus normals correct importing from wings is only possible with obj.

I saw that some of kaiser's models have their normals screwed up too, you might want to look into it.
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smoth
Posts: 22298
Joined: 13 Jan 2005, 00:46

Re: round edges on models

Post by smoth » 13 Feb 2012, 16:04

Forboding Angel wrote:Me and Kaiser did 3ds. A lot less painful.
One day you lot will listen to me about 3ds
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: round edges on models

Post by PicassoCT » 13 Feb 2012, 23:31

Skinner: "They called me old-fashioned for teaching the duck-and-cover method, but who's laughing now!"
He said it. and we didnt listen. And he is right about it. But the other way is not the first you stumble upon, not the easy one if you use max. So good advice is good. If it blend(er)s!
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