The 3D0->3DS Max plugin for TA

The 3D0->3DS Max plugin for TA

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Mad_Bovine
Posts: 4
Joined: 24 Oct 2005, 00:21

The 3D0->3DS Max plugin for TA

Post by Mad_Bovine »

Would it be possible to get the source code for this plugin? I am currently working on a utility for creating buildpics that will make it simple for the masses to create good BPs, but first I need to convert the textured 3D0 into a textured 3DS max file so it can be loaded by my utility. I figure using the source for your plugin would cut considerable time from my workload.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

These days you can just take screenshots of units in-game and have a nice "rendered" buildpic :P
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Gnome wrote:These days you can just take screenshots of units in-game and have a nice "rendered" buildpic :P
Agreed, anyone can take a screenshot, scale it in gimp (free photoshop FTW) run a single pixle blur pass to remove all the scaling jaggies, and then sharpen till it looks good. No need for special software for build pics.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I dissagree, some people are so stupid this is not a bad idea. And besides ANY UTILITY is usefull, even if some of you think youd rather do it by hand.

aGorm
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

aGorm wrote:I dissagree, some people are so stupid this is not a bad idea. And besides ANY UTILITY is usefull, even if some of you think youd rather do it by hand.

aGorm
Too many utilities just make modding too complex and disheartening for new people.

Just like at the mess that mapconv has become! There's so many version out there that you'll have to be either very lucky or have memorized the entire contents of dozen forum discussion to know which one is currently the best.

And yes, a Spring screenshot, tweaked a bit in PSP/PS/Gimp, can make a very acceptable buildpic.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Yay having memorized a dozen thread topics and wiki articles, internalized and interpretted them into a cohesive ability to make maps... Boo having no talent...
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I have a 3DO -> 3DS command line utility with source. However it doesn't make it a textured 3DS. However I think it is easier for you to make your utility load 3DO directly, instead of converting it to 3DS first.
http://www.fileuniverse.com/?p=showitem&ID=1664
Just like at the mess that mapconv has become! There's so many version out there that you'll have to be either very lucky or have memorized the entire contents of dozen forum discussion to know which one is currently the best.
I think that's mainly because they are all called mapconv, and they all work in very similar ways.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Why doesn't someone create a .zip file for an all-in-one map editing thingy, with the Wiki docs included? Would really reduce some of the hurdles.
Mad_Bovine
Posts: 4
Joined: 24 Oct 2005, 00:21

Post by Mad_Bovine »

Actually I was thinking of gearing the utility towards TA unit makers, not Spring. As to why using a 3DS file, I thought of the idea recently and so am just porting some code for a game I am writing to load the model and I already have it geared for using 3DS files... although loading the 3DO directly would work too I guess, heh. Either way I still need the file format goodness of 3DOs and it is easier to use code that already works than to try and write it from scratch.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Ahem, see cvs changelog, new model format support has been added to the code to replace/add to 3D0
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