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Messages - Killabazilla

Pages: [1] 2
1
Development Deliberation /
« on: February 28, 2004, 12:06:20 am »
I tried to get some model exported from Blender (2.32) to some format readable by viemesh. As you might have guessed already I didn\'t suceed. The best part: viewmesh isn\'t even mentioned in the Crystal Space docs. Guess I\'ll have to wait \'till the devs come up with a more usable solution on testing models.

Please be so kind to think of the Blender-users. Not everyone is willing to use a cracked copy of Max for modelling.

2
Fan Art /
« on: February 26, 2004, 11:04:22 pm »
A list of general conditions for simple (non animated) models would be enough for now. Most 3D-artists won\'t be able to deduce everything from the extensive CS-manual. I understood most about how textures are handled and rewrote the \"How to 3D\" section on LWW, but there\'s a couple of other questions that I couldn\'t find answers to.

I wonder whether some informative material already exists. If someone (from the 3D-dep or the devs) provided me with it I\'d be happy to put an \"artist-readable\" version of it on LWW.


And then there\'s still the need for a Windows-binary of \"viewmesh\". Would it be possible for the dev-team to provide this shortly? (I can live with a \"no\" as answer, I just want this out of my head.)

3
Development Deliberation /
« on: February 26, 2004, 09:30:39 pm »
Does anyone posess a Windows binary of viewmesh? This would be so unimaginably helpful. If you got one, please point to a place where it can be aquired.

4
Fan Art / toolkit for 3D-modelers ?
« on: February 26, 2004, 09:26:41 pm »
Hi there,

wouldn\'t it be nice if there was an easy to use toolkit for the modelers interested in adding 3D-content to Planeshift?

I was thinking of the following:

- a binary version of the viewmesh utility for Windows and Linux (most 3D-artists won\'t likely go so far as to compile one for themselves).

- a collection of valid exporting scripts for the most widely used 3D-tools (Wings3D, Blender, Max)

- some step-by-step tutorials on how to prepare and test models for in-game-usage

Even better would be a custom testbed directly created by the dev-team to mimic the conditions found in the actual Planeshift-client, but that\'s probably too ambitious.

How do the members of the 3D-team handle the process of testing and integrating their models in the game? Do you have some tools at you fingertips already? If so, why not share them with the community?

I think a way to validate models would unleash a wave of creativity already visible on LWW. People who are serious about the quality of their models are really in need of some tools to ensure the usability of their work.

How about it?

Greetings,

Konrad

5
Fan Art /
« on: February 26, 2004, 09:16:26 pm »
Now here come my thoughts on this:

a) this stuff looks pretty good, keep it up

b) unless you purchased 3DS-Max, you should consider switching to a free tool like Blender

c) for in game usage the principles outlined in the Laanx Wheel of Wishes \"How to 3D\" section apply. So no spline-modelling etc.

Keep it up, this looks very promising.

6
Wish list /
« on: February 23, 2004, 12:48:45 am »
Quote
Perhaps LWW will watch the forums and harvest ideas....

LWW doesn\'t have a \"general ideas about Planshift\" section yet, it\'s more artwork-oriented. But it\'s a pretty neat place to put up any idea that can be visualized (maps, artwork, meshes etc.). It might be a good idea(!) to add some \"ideas\"-section to it, though. The integrated voting system there would ensure ongoing popularity for especially good ones.

7
Fan Art /
« on: February 22, 2004, 05:34:21 pm »
Uhm... if these are meant to be models for in-game usage ... may I ask how many polygons they are?

8
Fan Art /
« on: February 22, 2004, 01:17:43 pm »
If you STILL don\'t want to post your artwork there, at least take a look. There\'s quite an abandunce of art to find at LWW, and we need your \"ranking-input\" to determine what\'s good and what\'s not.

9
Fan Art / More info for modelling work on LWW
« on: February 22, 2004, 11:30:35 am »
Hi there,

I have some questions about LWW concerning mainly the Planeshift-3D-staff.

I think LWW could become a powerful ressource for the future buildup of Planeshift, but currently it\'s still very experimental. Most of the meshes posted there seem to be rather useless, mainly due to technical reasons. Yet this could quickly change once people get to know how to build technically usable models.

To ensure the quality of the meshes I need some help from the 3D-staff. First of all I\'d like to know more details about the conditions (formats, model requirements like scaling and orientation, limits like polycount and texture size etc.) that make models even considerable for inclusion in the game. To enhance the chances of meshes being actually used it would also be very helpful to know what is really needed, in detail (what models exactly, what desired polycount, further conditions).

Rmember, it is only a beginning now, but LWW could be an important step towards community-driven content-creation, something that wil ensure a rich and enjoyable PS-world for all of us.

Greetings,

Konrad

10
Forum and Website Discussions /
« on: February 21, 2004, 04:25:56 pm »
Hmm, well, I see. Guess I\'ll stick with the Fan-Art forum for now. And I\'m now in direct contact with orogor, so I can discuss most of my ideas directly with him. Never mind.

11
Forum and Website Discussions /
« on: February 21, 2004, 10:44:21 am »
Hardly.

12
Development Deliberation /
« on: February 21, 2004, 10:43:12 am »
I feel obliged to answer to that...

J2EE (Java 2 Enterprise Edition) and JBoss are frameworks as well.

And docs are docs, whatever they may be about.

13
Development Deliberation /
« on: February 20, 2004, 04:24:34 pm »
I actually DO go through many, many, MANY docs. Oooooohhhh so many docs, you have no idea. NO IDEA!

Blender, Gimp, Photoshop, Dreamweaver, Flash + Actionscript, J2SE, J2EE, JBoss, MySQL, Avid DS, After Effects, 3DS-Max, JSP, ASP, PHP, ezPublish, ZModeler, Scheme, DVD-Creator ...

I handle all of these, all well, all by reading docs and tutorials. So never mind if I was so arrogant not to read the CS-specs to get an answer to these tiny questions.

PS: And thanks for the answers, I really needed them. Feel free to move this to a more appropriate section, wherever that may be. Or even delete it, I know what I need now.

14
Development Deliberation / Modelling questions...
« on: February 20, 2004, 03:13:12 am »
Hi there,

I really don\'t want to bother you with these questions so hit me if I do.

As I am just starting to do some modelling work on LWW a couple of questions about the model specs for Chrystal Space came to my mind and I didn\'t want to go through the docs for these. So here they are:

a) LOD
How are LODs hadled? Does the engine do these automatically or should I provide different versions of the objects?

b) intersecting faces
There are situations where I can save some polys by doing some intersecting faces. Does CS handle these correctly or must I avoid them at any cost?

That\'s all for now.

Greetings,

KillaBazilla

15
Forum and Website Discussions / LWW forum
« on: February 20, 2004, 02:56:28 am »
It\'d be nice to have a forum for the Laanx Wheel of Wishes here until the site comes up with it\'s own one. There are some things to discuss and the \"suggestions\"-area on LWW just doesn\'t really do the trick yet.

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