Author Topic: toolkit for 3D-modelers ?  (Read 946 times)

Killabazilla

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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
KillaBazilla: Where low-poly really means LOW-poly.

acraig

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« Reply #1 on: February 26, 2004, 10:06:01 pm »
Developing tools for players to donate content will be a larger priority once this release is done.  From my understanding of how the models are created it is not as easy as just wipping something up in Max and having it work.  Stuff like the bones and stuff I have no idea about :) There are a lot of little \'gotchas\' that have to be avoided.

My idea would be
1) Have a list of the gotchas so people can avoid them when they model
2) Let people use their own tools to create the model.
3) Have an application like viewmesh that will export their model from their tool to CS\'s format and display the model
4) Have the ability to load in different meshs/materails/equipment to see how they look

Of course this is all just ideas in my head at the moment
Quote

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.


That is the end goal I think but will take several steps to get there.  Similar things will be needed for creating levels, items, spells, etc.  So I am sure the team will be discussing these things when we plan out the next release.
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Killabazilla

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« Reply #2 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.)
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Niber

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« Reply #3 on: February 27, 2004, 08:30:16 am »
These tools are updated very often, so it\'s hard to make just one package of everything.

When it comes to diffrent 3d app I would say that it\'s impossible to use anything other then 3dsmax for exporting, you can create content in other app but have to export it to 3dsmax first and then from there export it to CS.
but coders want to make a game not a bunch of exporters I guess.
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zinder

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« Reply #4 on: February 27, 2004, 12:32:05 pm »
AFAIK there is also a Blender to Cal3d exporter. (Cal3d is the new skeleton mesh format)