Author Topic: Model submition  (Read 1428 times)

tomna

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Model submition
« on: August 21, 2005, 04:48:01 am »
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
« Last Edit: August 21, 2005, 04:48:45 am by tomna »

steuben

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« Reply #1 on: August 21, 2005, 04:59:31 am »
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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hardly because the shadow built the lexx.
the shadow will frighten laanx from my path.

AryHann

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« Reply #2 on: August 21, 2005, 08:49:14 am »
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.
AryHann

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lynx_lupo

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« Reply #3 on: August 21, 2005, 10:55:02 am »
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.
"Amor sceleratus habendi"- Ovid
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AryHann

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« Reply #4 on: August 21, 2005, 12:05:26 pm »
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).
AryHann

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Konogan

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« Reply #5 on: August 21, 2005, 12:10:32 pm »
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

AryHann

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« Reply #6 on: August 21, 2005, 12:19:17 pm »
I think you can get an idea of the scale from this http://www.planeshift.it/download/3dsmax_cs_samples.zip
AryHann

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Konogan

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« Reply #7 on: August 21, 2005, 12:34:13 pm »
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

AryHann

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« Reply #8 on: August 21, 2005, 12:38:10 pm »
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?
AryHann

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Konogan

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« Reply #9 on: August 21, 2005, 01:12:06 pm »
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)

AryHann

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« Reply #10 on: August 21, 2005, 02:27:40 pm »
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
« Last Edit: August 21, 2005, 02:28:22 pm by AryHann »
AryHann

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Konogan

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« Reply #11 on: August 21, 2005, 02:38:11 pm »
Thx for informations

Platyna

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« Reply #12 on: August 22, 2005, 11:50:55 am »
You could make a mesh for female dermorian model. ;)


Regards.
Zuzanna K. Filutowska
RPG Players Community || Platyna\'s Planeshift Warehouse
\"The only thing necessary for evil to triumph is for good men to do nothing.\" -- Edward Burke

Konogan

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« Reply #13 on: August 22, 2005, 04:23:06 pm »
(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