PlaneShift
Development => Development Deliberation => Topic started by: tomna on August 21, 2005, 04:48:01 am
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Hi, first time posting long time fan, love the idea behind PS.
I do 3d design, mainly animation and modelling, not so much 2d. I was going to submit a application, but i was think that if i submited a \"thing\" with it, it might help show you what i am able to do. Ive been hunting around and i cant find the specs on how to assimble a model for your game, like what format you want it in and what to use to compile it. i dont doubt i just missed it, but could some one give me a hand?
I know i should just show some of my prior stuff, but anything of any worth is in under a nda. So i would have to make something anyway, so why not make something that has the possibility of being used?
Thanks for reading
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check the challenge thread in fan art. that may answer your questions, or at least put in a better direction.
... nda *furrows brow*
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The majority of PS models are done in 3dsmax, but that is not a constraint. Other models are realized in Blender as well.
What it is important is that the modelling software you are going to use has an exporter to Crystal Space.
Both 3D Studio Max and Blender have a good one.
You can find example of models just giving a look to /art/things/*.zip in these files you see .spr files each one of them representing an object. The format is practically a specific XML file that is readable by the CS engine/renderer.
You can check how a model look like in CS with viewmesh (a CS application) or if it is a level, with walktest (another CS application).
If you have further questions, please don\'t hesitate to ask.
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Ps uses cal3d to do skeletal animation, so I think you\'re looking for .cal3d files in those zips. spr3d was the old static animation way.
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He was not specifying he wanted to do a monster or a character.
In art/thing you can find .spr files that are NOT animated object, but items. That is the file extension format for items in game (sword, for example).
A .spr file is generally a spr3d mesh (following CS objects tipology) but it can be a thingmesh as well as a genmesh. The majority is a spr3d mesh since the 3dsmax exporter exports single objects in spr3d format (even if without animation).
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I work also on some 3D models, but I have a problem, I need a 3D man model to know the dimensions in 3DSmax
Actualy I must work for my exams so I don\'t have a lot of time, but in 1 month I will more time
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I think you can get an idea of the scale from this http://www.planeshift.it/download/3dsmax_cs_samples.zip
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I will try to see that.
Another question, how can I do the game in localhost to test my models/levels? I use winXP PRO
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You have to compile client and server of Planeshift.
As far as I know there is no \"test\" executable of PS (client and server).
Do you have a compiler?
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I work with DevC++, but i never compile a server, I don\'t know how that works. If it is necessary to use linux, I will try to install linux on a virtual computer (using VMWare for windows)
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You can compile PS server also on windows using MSVC or Mingw.
You find compile guide on the dir /docs/ of Planeshift CVS version or at laanx.fragnetics.com
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Thx for informations
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You could make a mesh for female dermorian model. ;)
Regards.
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(this is the tomna\'s thread, but I allow myself to answer for me)
Organic models are not easy to make, I need a lot of draws. For the moment I work on a landscape