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I have a small problem...

Posted: 17 Aug 2005, 02:46
by TA 3D
I tried to make a script fot this test model i'm making, but Lazyscripter says it has an error loading the file. Does this mean thier is a limit to the number of peices per 3do file? Heres what I have so far...

Image

Yeah 3do builder treats it okay. Note it's made out of dxf cubes(allows for vertexes to be connected), and so it has a ton of parts. I re-labeled a couple parts to be used in the script. I think it's a Lazyscripter problem in that it can't handel that many peices. So it will take longer to make the script. Oh and one other thing, when this will be built, the dark grey bricks are under the ground level, so it won't look like it's floating in air when you build it.

So i'll just keep pluggin away at it, seeing the last script I made didn't work so well. :roll:

By the way, the more parts the better............

Posted: 17 Aug 2005, 13:51
by Doomweaver
It seems to me you really need bumpmapping to make it look like lego. I know its not a current feature, but may I suggest creating them as you create the texture? For future use, they could be VERY handy.

Posted: 17 Aug 2005, 14:09
by zwzsg
You don't have to use Lazyscripter. Anyway, Lazyscript is pretty useless, it doesn't even compile script. All it do is take a standard script replace a few names by the names you enter.

Just use use Scriptor. Which anyway you would have had to use after LazyScriptor. Take a unit that is more or less similar to yours, uncompile its script (.cob -> .bos), then in the bos change all the piecenames by your own piecename, and make sure the line that define all pieces correspond to what's in your 3do, then compile.

Posted: 18 Aug 2005, 01:14
by TA 3D
Thanks zwzsg! My only complaint is that I would have to manully enter in each name(seeing thier is a crap load because of it being lego). As for the texture, I think I will whipp up something in Gimp real quick that will work instead of using the ota textures. As for a script I think i'll make something simular to the arm LLT, but with a BLOD laser. This is going to be a tester unit.

By the way Scripter hates mostly number names(ex 212t01). So i'm going to have to re-name the pieces................ UGGGG!!!!!!!!!!!! :evil:

Posted: 18 Aug 2005, 03:13
by Dragon45
If you guys want to go through with this,you'll have to recode the model/render engine so that it doesnt deal in entire "models", just a bunch of seperate "piece" models and the points at which they are linked; its the ultimate optimzation and will let you do anything in legos. If you defined a "tank" object as (for example)

piece4x10Rect
-> piece2x2square (2,5,6)
-> piece2x2square (2,5,-6)
-> piece2x2square (-2,5,6)
-> piece2x2square (-2,5,-6)


And then dealt with it in the code accordingly, it would be a lot more efficient for what you are looking for than listing a bunch of vertices.

Posted: 21 Aug 2005, 02:06
by maverick256
the little lego man holding that massive rocket launcher(?) looks absolutely great :lol:

Posted: 21 Aug 2005, 05:13
by Sheekel
I think the explosion code itself will need to be modified, cause the Script of the unit cannot tell it to explode in legos, but only to explode.

So ill see what i can do...

Posted: 21 Aug 2005, 09:58
by Maelstrom
I like the idea of this, and I also like Lego. Cause I like lego so much, I have various Lego models lying round. Some of them would go really well in game. (well I think they would anyway). So i whipped out my camera and took a few shots of the better ones. If anyone is interested in modelling these, just say the word and I will take some Hi-rez photos from all angles to help with the modeling.

Hope these help

http://www.fileuniverse.com/?p=showitem&ID=1340

This is not working!!!!!!!!!!!!

Posted: 23 Aug 2005, 02:36
by TA 3D
So almost everything works, but i'm having troubles getting the unit to work in OTA. The Script works prefectly so thats not an issue. I just think I have some files messed up or somthing. I need someone to take a look at this file and tell me what I am doing wrong. I'm trying OTA to start because I still don't know enough to do a spring version.

*If someone would like to covert it to run in spring and show me how to do that I would appreate it*. The sooner you guys can help me, the quicker I can find what type of scripts I will use for the explosions. Thanks guys. :wink:

http://www.fileuniverse.com/ta/LEGOTEST.ufo

The unit targeting and movement looks sooo good, I want to get this unit in game. Could someone please help me out?

Quick Question?

Posted: 24 Aug 2005, 00:05
by TA 3D
By the way, how do you test units in spring?

Posted: 24 Aug 2005, 03:52
by Sheekel
just go here:

http://taspring.clan-sy.com/wiki/Create_units


It should have everything you need :-)

Umm.. Thanks.......

Posted: 24 Aug 2005, 06:20
by TA 3D
But no thanks..... It doesn't even tell you how to test a unit, and it's also very vage. I will have to do it the hard way and look at how others do it.

Posted: 25 Aug 2005, 02:17
by Sheekel
wow....i looked at your 3do model and damn....you have wayyyyyy to many
parts. Most PC's couldnt handle 100 units with that many anyway. Go back and delete all the peices inside the unit. The player only sees the outside of the unit, so delete all the "inside" pieces. I really advise you the tutorials on modeling in the create units wiki.

What program do you use to model?

I'm working on a bunch of individual bricks for download that can be used to make units. I want to wait for the new unit format, thought. Does anyone know if .lwo files will still be acceptable?

Did that scare you?

Posted: 25 Aug 2005, 02:35
by TA 3D
Umm sorry, but if you looked at each individual peace, you would notice that they are mostly 6 sided cubes. If you don't use this approach, then the game will lag because of way too many polys. By the way the script works perfectly. Thats not an issue. I used 3do builder because I don't have any good 3d modeling programs that I can use(I have GMAX-can't export with gamepack, Maya PLE-can't export, Wings 3d-way to hard use, I did have blender at one time, but that program is wacked, and weird to use. Sorry, but I perfer 3ds approach to modeling). They are a base DXF file so that the vertecs are welded together, making for faster editing. I haven't made any textures yet, because I can't open the TA platte file with any of the image programs I have.

By the way in 3do builder, lwo files are a bunch of faces that aren't welded at the vertecs.

Posted: 25 Aug 2005, 02:46
by SinbadEV
not sure if anyone has said this, but it would be really cool if you could just come up with some standard "blocks" and build these at a factory, then you could flash build other units and buildings by drawing from this stock... or I'm crazy

Posted: 25 Aug 2005, 15:14
by Sheekel
I use the Rhino Evaluation to model. I've found a way around the 25 save limit and the copy-paste restriction. I have 3dsmax, but i have no idea how to use it. Are there any TA tutorials on 3dsMax?

Posted: 25 Aug 2005, 15:27
by jcnossen
You can export 3DS models in 3DS max, which you can import in Wings3D. Using Wings3D you can export to Wavefront OBJ and open your model in 3DO builder.

Posted: 25 Aug 2005, 19:16
by Sheekel
im making some progress with the universal blocks, but how should i do the "bumps"? I was thinking of textures but i dont know what program to do that with. Are there any good free texture making programs out there?

Posted: 25 Aug 2005, 19:21
by SinbadEV
Y'all could just make the nubs cubes, would look close enough from a distance

Posted: 25 Aug 2005, 21:32
by Dragon45
You dont need special highlting to make legu blocks look plsatic... just sue solid color for the side faces and then use textures for the top and bottom faces.