Author Topic: Simple 3D models  (Read 33925 times)

Cherppow

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Simple 3D models
« on: April 24, 2004, 04:43:07 pm »
Hi everyone.

Looks like my first post went to a thread that isn\'t used anymore, so i decided to start a whole new one.

Today i tried to create something for people who prefer hanging out with friends and having a good time to full-time adventuring. The result follows...



Picture key:
Bottom middle - shows each article in their original size
Left - an example how the objects could be used together (Cherppows training board)
Right - oversized darts that give better view of the mesh
Top - 4 grand boards on the wall, each showing a different texture configuration
Middle - within the yellow borders is a low-polygon version of the dart. Within orange borders you see trimmed version of the low poly dart (made later).

Darts. Any well equipped tavern or guild house offers its inhabitants some activities. A simple dart game could be one of such.

You can play it against your own score, or take a match against your friends. In a 2-player (or more) game, one participant acts as a referee, while the other throws the darts to the board. After throwing, the players together check the score, and the thrower finally collects his darts back. The throwing turn then passes on to next player. Game modes are numerous, but in a simple game each player just tries to reach as high score as possible (with a limited number of darts).
More experienced players may want to throw from a greater distance, or change the rules otherwise. This is ok, as long as each player agrees the rules.

Other modes could include:
- each player has a certain colour that must be hit. Wrong colours count as zero.
- the players are trying to reach a certain number, e.g. 15 with 5 darts.
- teamplay. The team that reaches 100 points first, wins. Individual player scores are added within a team.
- reverse game. You try to get as low score as possible with 5 darts. Off-board shots count as bullseye.

The throwing of the darts could be real time, just like any projectile weapons in the game. The aiming takes time and experience to succeed. Also one must remember to aim at the board, not at the opponent. He/she might not get too happy... ;)

Some hardcore players could even play for a prize e.g. a diamond crystal or 100 trias. Who knows, maybe some guilds will challenge each other in darts, or somebody will start a darts ladder championship.

Now you must be getting bored already.

Finally some technical data. The dart board uses 256*256 tga texture. The dart has 64*64 tga. Dart colours can be easily changed from the texture to help in determining which dart is whose. I also made 3 different textures for the board, but now when i look at them, both the green and blue-red seem a bit too modern for PS surroundings.

I was feeling innovative and added fourth board texture, this one looks strange with its 3 bullseyes. Might be fun to try it out. I also changed the new boards color from blue to brown, since it first looked like an alien frisbee.

As requested, i added a fifth dart board texture. It looks pretty much like the real world one. Much better than the red-blue, that i tossed to the floor. ;) Thanks to Keknehv for the inspiration!

The low poly dart looked a little rough, so i decided to trim it a bit. The new low poly dart uses texture of same size as the original one, but more efficiently, so the edge looks smoother.  All the \'wings\' of the dart now use same area of the texture (and look the same), which allowed me to use all the height of the texture to the single wing. The 4-wing model also got reduced to 3-wing model, which looks nearly the same, but has one face and one vertex less. Results can be seen in the orange box.

Dart board has 20 vertices and 36 faces (triangle).
Dart has 10 vertices and 13 faces.
Low polygon dart has 6 vertices and 4 faces. It uses 128*32 tga texture.
Trimmed low poly dart has 5 vertices and 3 faces. Its texture is 128*32 tga, just like the original low poly dart.
« Last Edit: May 14, 2004, 12:57:43 pm by Cherppow »

Kintall

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« Reply #1 on: April 24, 2004, 05:13:34 pm »
once again :P Lovely, very practical items and the game would be a welcome addition to PS, I think it needs more minigames..

it needs some minigames period

and nice low polys going on there too, I was curious though, for darts seeing as they are such small things that probably wont be seen too often up close, a pair of intersecting polys with alpha textures (paper Xmas tree kinda thing) would probaly suffice.
 anywho thats my bit


reallly good work :) I look forward to more stuffs from you ssss :)

Gods of spelling, I stand AGAINST YOU!

Cherppow

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« Reply #2 on: April 24, 2004, 11:38:49 pm »
There, i created a low poly version of the dart and added it to the pic. In small scale it looks identical to the original one. When magnified, it looks somewhat rough.

Still, considering it has less than one third of the faces of the original one, i think it was worth creating. If needed, larger texture could be used to reduce the roughness.

If memory serves me, there was some talk at the Laanx Wheel of Wishes that models shouldn\'t have intersecting faces. Because of this, i had to cut the dart in 4 pieces that meet in the middle, instead of having just 2 faces that intersect.

In addition, i\'ve heard that two sided faces, that i have used here, are a problem... i\'m not sure. One could of course make all the faces single sided and add each face a double that points the other direction. This might make it work, but it would double the polygon count, in this case, to total of 8. I was just thinking, wouldn\'t doubling the faces actually cause the two faces to intersect at each and every point... or maybe that doesn\'t matter since their normals point exactly the opposite directions, so they are never rendered at the same time.

Ok, enough of speculation for now.

Kintall

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« Reply #3 on: April 25, 2004, 01:42:07 am »
ahh, well those are questions for the dev bunch, give em a tinkle, they\'l set you right

Gods of spelling, I stand AGAINST YOU!

Cherppow

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« Reply #4 on: April 27, 2004, 05:21:06 pm »
Greetings again.

This time i created a simple painting set.



Picture key:
Bottom left - shows 3 sizes of paint brush and the paint palette from both sides
Bottom middle - stack of clean papers (5 pieces)
Bottom right - shows the stand from behind
Top middle - the stand without a paper
Left - shows the stand with crude painting and another stand with clean paper.
Walls - white papers show basic object info
Floor - magnified paper with portrait* shows how close  the paper can be viewed before it gets too rough.

*(that resembles the infamous adventurer Bururoar, who was actually so stupid, he couldn\'t spell his own name aloud.)

I thought this set would be purely decorative one, and could not be used in any special way. Maybe someone from upper social classes could have painting as a hobby. Or maybe someone poor could try to make a living by selling hand-made portraits to the rich people.

Basically it consists of painting stand, painting palette and painting brush. The stand has large 512*512 px texture, but it can be resized to 256*256 if needed.

In addition to former, the paper is a separate object. This way one can easily change the paper in the stand, or remove it completely to have an empty stand. You can also have just plain papers.

The paper is a 2-sided face and both its sides look the same. So if other side has a picture, the other side has it too. This can be changed if the paper is made double-faced, but that would rise the number of faces to 4.

Paper has 4 vertices, 2 faces and it uses two 256*256 tga textures. First texture is the actual paper background, while the second represents any drawings that the paper has. This makes drawings very easy to change and enables the combination of different pictures with different papers. You could for example first draw a rune on a papyrus but then decide to put it on a stone tablet.

Models made with Blender.
« Last Edit: April 27, 2004, 07:07:04 pm by Cherppow »

sekhmet

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« Reply #5 on: April 27, 2004, 08:50:28 pm »
Nice iniative, we need more common objects!

Saphire

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« Reply #6 on: April 28, 2004, 07:14:50 am »
Common, interactive items are teh win!

However, because they\'d be common we can\'t have them with 100\'s to 1000\'s of polygons taking up valuable HD space and memory.

some of these things, like the simplest sword, uses under 30 vertexes ;) , A dart/arrow/bolt/nail uses 5 vertexes (more if you want feathers or addons) and the list goes on... all in all they each require less then 70 or so vertacies, and would probably be under 200 polygons, yet still retain their \"effect.\" (a sheild looks like a sheild and a table top looks like a table top -- not a giant wooden sheild.)
Precious and beutiful, it is happy. The only time when it is not is when it is in a shape of a tear.

Cherppow

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« Reply #7 on: April 28, 2004, 11:10:34 pm »
Well, what have we here...



As simple as it gets - a lemon. ;)

No, seriously, i don\'t know jack about no fruitwars. To show my apology to Kintall, i made a democratic decision:

\"If there\'s a lemon, there must be an orange too. And a banana! And maybe some other edible stuff.\" :)



Picture key:
From left to right - cheese, meat (1 fried meat), eggs (1 ostrich egg!), bananas, potatoes (some peeled & some not), tomatos, baked bread, oranges, wine, apples, water and umm... juice, yes!
 
The tomato, orange and apple all use same mesh, just different texture. Likewise, the bottles all use same mesh with altered skin. As is obvious the peeled potato uses same mesh as potato with peels, and fried meat uses raw meats mesh.

Technical info:
Cheese - 22 vertices, 25 faces (tri), 64*64 tga texture.
Meat - 24 vertices, 44 faces, 128*128 tga texture.
Egg - 22 vertices, 40 faces, 64*64 tga texture.
Banana - 24 vertices, 44 faces, 128*128 tga texture.
Potato - 14 vertices, 24 faces, 64*64 tga texture.
Bread - 8 vertices, 12 faces, 256*128 tga texture.
Generic round fruit (tomato, orange, apple) - 22 vertices, 40 faces, 128*128 tga texture.
Generic bottle (wine, water, urea! ) - 20 vertices, 36 faces, 128*128 tga texture.

The bottle is fully opaque. I tested it with different texture alpha values but it ended up looking unreal. The other thing is that i don\'t know much about how PlaneShift and Crystalspace support transparency and double sided faces.

To Kintall:
In smoother shading they looked smooth ;) but i disabled special effects, since i don\'t know if they are supported. Pictures have 8x antialiasing & shadowbuffer shadows. And again, sorry for any inconvenience.

To Wedge:
The lemon(.blend) is now available at
http://www.hut.fi/~vrantapu/PlaneShift/VR_Lemon.zip
texture is included in the package.
« Last Edit: May 14, 2004, 02:14:39 pm by Cherppow »

RussianVodka

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« Reply #8 on: May 01, 2004, 09:07:21 pm »
What program are you using?



Q: How many Planeshifters does it take to expalin a simple concept to a newb?
A: Six. Five to argue on who\'s explanation is right, and Moogie to lock the thread.

Keknehv

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« Reply #9 on: May 02, 2004, 02:38:49 am »
Nice work!

Just one thing about the dart board--
Could you make a texture with a more standard arrangement? (diferent numbers around outside, 2x and 3x multipliers, 50 point bullseye)
« Last Edit: May 02, 2004, 02:49:27 am by Keknehv »
root@stupidadmins:/ #  rm -r *

Quote
Originally posted by sesmi
my start bar thingie has moved from the bottom of the screen to the side!!!!! how do i make it go back!!!! help please!!!!!! i\'m sorry this is in the wrong forum but i\'m panicing!!!!!!

Kintall

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« Reply #10 on: May 02, 2004, 03:52:04 am »
I likem the Lemon, ingame though you \"could\" get away with a sprite I rekon, and I\'m curious gow these models of yours look with a smoother shading whatsadoover on them
..  

but..

youve joined the lemons!!


we are enemies!!!

death to all lemons!!!


ETCETERA!!!!!!

OF DOOM!!!!


nice models though..

Gods of spelling, I stand AGAINST YOU!

Wedge

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« Reply #11 on: May 02, 2004, 06:56:44 am »
He uses Blender I believe.  Can you send me that lemon by the way?  I need ammo for my lemon launcher =).
Ninjas have feelings too.  Mostly they feel like dancing.



Vengeance

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« Reply #12 on: May 10, 2004, 05:59:53 am »
The dev team is looking for people to model common items for crafting, etc.  It is a very long list but you look like you could crank out a lot of low-poly quick models in a short amount of time.  If you want to join the team, be sure to see the website about how to apply and I\'ll make sure Talad recognizes your name.

- Venge

Kintall

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« Reply #13 on: May 14, 2004, 01:28:38 pm »
Yeah definately, uor work allthoughunderstated is very important to any games content, whist swords are nice these things are a more practical and far more needed I really think you should be a dev :)

Gods of spelling, I stand AGAINST YOU!

Cherppow

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« Reply #14 on: May 14, 2004, 04:10:55 pm »
Hello everyone.

I was spending some quality time with my friend last week, so sorry for being idle.

Thanks for the comments guys!

To RussianVodka:
Wedge got it right. I have Blender 2.32 :) it\'s free, downloadable from the internet and lots of fun.

To Keknehv:
There you go. I did a quick google research and tried to reconstruct a standard darts board. Results are on the darts post. Is it anything like what you had in mind?

To Vengeance:
I\'d be honoured to join the team, but i think my 2 months experience with 3D might only make recruiting personnel laugh. ;)
Also take note that my posts here are all *.blend format and taken from Blender. If someone knows how/where to get Viewmesh for Windows, i\'d be happy to check it out. But as for now, i have no idea how the models look when converted to CrystalSpace.

In addition, all my tries with the Blend2CS-converter have ended with following error of some variables:
\"
blend2cs: Error while scanning \'C:\\Program Files\\Blender Foundation\\Blender\\.blender\\VR Cheese.blend\':
   tried reading variable with type int expected short
blend2cs returned with exit code -1
\"

This is actually my greatest concern when making the models: I can\'t say if they work in the CS.

If you people still think i should give it a shot, i will send an application through the PlaneShift homepage.

---

Ok, now for something new. Or this is actually some of my old work. Did it while the LWW was down so i couldn\'t post it there.



The tools gallery. Some simple tools for anyone to use. The picture nearly says it all, so i think the info doesn\'t need to be retyped here. The textures are pretty simple, mostly plain wood and metal. The wood saw blade uses texture alpha channel for transparency and if i remember right, it is dual sided, both sides having own faces. The cutters use 256*256 texture, but it can be resized to 128*128 if needed.

Both the cutters and the scissors consist of 2 separate pieces that don\'t intersect. By rotating these pieces you can open or close the blades (see pic). No moving animations included though.