Page 8 of 24
Posted: 06 Sep 2006, 19:13
by hrmph
This mod looks badass

Legos ftw.
Posted: 06 Sep 2006, 20:41
by Weaver
I'm guessing from the shots we are not too worried about accurately scaling. This is not a critisism and useful to know we don't need a ton of bricks to make big stuff.
Posted: 06 Sep 2006, 20:48
by Sheekel
@Weaver:
No, im not particulaly worried about scaling. Not everything has to be made out of perfectly sized blocks. After all, there's Duplo and Bionicle and the like
@Min3mat:
Where's zwzsg?
Posted: 06 Sep 2006, 20:55
by Crampman
I've made a little program that merge 3de files, in order to simplify objects hierarchy, and scripting. Maybe it can solve your problem.
Posted: 06 Sep 2006, 21:13
by Targon
wasn't there something in the older thread about randomly colored blocks? How possible is that?
Posted: 06 Sep 2006, 23:13
by Sheekel
Quite possible. I just have to retexture everything several times
inside 1 3DO file, and then use the script to randomly select which texture to use.
Crampman, how does the program work? Could you email it to
lego.spring@gmail.com
Posted: 06 Sep 2006, 23:23
by Crampman
The program is still under developpement, I will release it soon.
Basically, if you want to merge 3 objects, jou just have to :
-export them in 3 3de files, with 3dobuilder+
-use the program to merge the 3 files into a single 3de file
-import it in 3dobuilder+
There is still a bug with the objects origins, but I shall fix it soon.
Posted: 06 Sep 2006, 23:30
by Peet
now, does it perform boolean geometric operations, or just put the meshes on top of each other?
Posted: 06 Sep 2006, 23:36
by Crampman
Now, it just combine the vertexes and the faces.
I would like that it calculate the vertexes using the objects origins.
I will do that, now ^^
Edit :
I fixed the lasts bugs, so you can find it
here
Please report any bug/problem
Enjoy !
Posted: 07 Sep 2006, 00:16
by Weaver
A factory, too TAish?
Posted: 07 Sep 2006, 00:20
by Sheekel
Well, it would be cool if it folded up...but those Nanoturrets look very TAish and not very Legoish
Crampman, the program works...but what is it supposed to do? Just join 3de files?
The models i have now have dozens of parts and .3de files have to be exported individually.
Posted: 07 Sep 2006, 00:28
by Weaver
Yes I wondered about the turrents, mind you foldings a bit TAish too. Maybe an animation of falling blocks is possible?
Posted: 07 Sep 2006, 00:54
by Sheekel
Falling bricks? For the build animation or what...what for?
(sorry i just dont know what you mean)
Posted: 07 Sep 2006, 01:01
by esteroth12
yeah, if its doable that would be cool! just make sure we don't have to stare at nanospray, ok?

(yeah, for the build anim)
Posted: 07 Sep 2006, 01:10
by Sheekel
I'm pretty sure nanospray is hardcoded and not removeable for building...
Posted: 07 Sep 2006, 01:11
by FizWizz
nanospray will be optional starting with the new version
Posted: 07 Sep 2006, 01:16
by Sheekel
ETA on new version?
Im going to have to cut back on the amount of time i spend working on the mod, im pretty much failing my calculus class due to lack of doing homework.
Posted: 07 Sep 2006, 01:21
by Peet
I need to do more work, but im friggin lazy. I've started a lvl 2 vehicle of some form.
Posted: 07 Sep 2006, 01:42
by OOmiz
I started to work on my fighter plane in max. Is there a polycount that I should aim for? With the current level of detail I expect to hit a polycount of about 600-700 due to the fairly complex form of the model and level of detail. I could reduce the geometry a bit if that is too high.
Posted: 07 Sep 2006, 01:45
by Sheekel
I would aim for around 500.
It should be pretty low considering most of these are in regular old cubes with no complex faces.