Models - Page 2

Models

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

we need a 3do --> 3so converter :D
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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Post by BlueIce »

The texture format is dds so this should be useful:

http://developer.nvidia.com/object/nv_t ... tools.html
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

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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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Models

Post by zwzsg »

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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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

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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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

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 ;)
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

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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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

It's gonna be sweet once I got Alpha muzzle flashes done, whooo!

Now to convert my models...
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Models

Post by SwiftSpear »

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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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

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 ... -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.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

will there converter for other ?
lwo/lws to 3so, an8 to 3so etc not everyone is MAX fans....
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

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/in ... 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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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Is there a blender plugin or something?
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

TA 3D wrote:And for people looking for max, go to this site:
http://usa.autodesk.com/adsk/servlet/in ... 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:
"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.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

In other words, you get it free, and they sell all your information that you put down to advertising companies.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

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.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Has anyone managed to produce any usefull models in the new format ?
Could be interesting to test with.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

As of right now I lack the means to do so, I shall download 3DSM ASAP and try it out...
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

how many polygons can the new format can support? cause I got a few models with upto 20000 polygons I'm wanting to try
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

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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