Modeling problems

Modeling problems

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Lexis
Posts: 6
Joined: 02 Sep 2005, 22:58

Modeling problems

Post by Lexis »

When I try to export my unit from my model to a .dxt format it doesn't seem to want to import correctly back into 3DOB. When I do I get nothing but white and the same goes for .obj files. Is there a better file type to use for importing into 3DOB?

Plus, I assume that each piece of the unit needs to be it's own file then be imported seperatly. Is that correct?

I'm using Blender since it's the only thing I could find out there that is free and I can import/export the file types.
Papasky
Posts: 22
Joined: 27 Aug 2005, 14:21

Post by Papasky »

You should use wings , it's free and you can also import in 3dob (obj format).
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Papasky wrote:You should use wings , it's free and you can also import in 3dob (obj format).
EDIT: http://www.wings3d.com
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Heres your problem, and currently there is NO solution. Newer 3d modeling programs export a newer format of the .dxf, that isn't compatible with 3do builder. I have a feeling someone is going to have to make a new program.

Sorry, but I learned this the hard way too.. :cry:
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

the answer is simple :
d x f i s s u c k ! !

try lwo or obj instead, they are better

0oh and u can also try anim8or, that work best and export best
Still cant figure how wings work, the interface is not help at all :roll:
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Wings interface == right click. Thats it.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Yeah, seriousely... it's kinda funky when you get down to it, and I wish the selection of basic objects was a little more extesive (helloooo geospheres?), but as far as being hard to use, just read the manual for it and it makes sense... every right click is context sensitive... and a good start is that [space] deselects anything selected, left click selects/deselects, the tetrahedrons at the top choose what you are dealing with (vertices, edges, faces, objects) and right clicking is also sensitive to these...
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Sorry but newer progams have problems too with .obj and .lwo. It appears that the standard code has been altered to the point that 3do builder is going to be useless. I had problems with Wings 3d and Blender as well. I think someone is going to have to make a new program to work with the new unit format.

By the way, I have the SOURCE CODE to 3do builder. If someone wants it just send me message. I'm sure theres someone who would be willing to teak it to work better. Shouldn't be that hard. Then latter you could add a script testing function.

Okay it's the sourec code made by Kinbot, for 3do builder, Annihilator, COB builder, GAF builder, HPI viewer, Unit Manager, plus TA formats.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yeah, that source has been around forever. I think we have it on FU (if not, it definitely physically exists on the server). The problem with that source for 3dobuilder is that it is an absolutely ancient version, like 1.0 or something like that. Quantum (the same one who did TA:Mutation) did a number of addons and expansions to it which gave us the 3dob 2.0 and 2.1 we see today. It would probably be easier and more efficient in the long run to just completely make a new program, since that 3dobuilder source is visual basic and far outdated.
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