Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Kazan on July 11, 2001, 10:52:00 pm
-
Thanks to Maeglamor hunting down this shrine to good coding http://www.gamedev.net/reference/articles/article1259.asp (//"http://www.gamedev.net/reference/articles/article1259.asp") [you get the general Idea I like the way this man thinks (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif), It's VERY good code] (he did get lazy in a few spots {points at the globals})
With this that's over half of the work to write a 3ds converter
------------------
There are times in our lives when everything crystallizes and truths become evident, he has entered one of this times.
-----------------
FreeSpace 2: The Babylon Project Effects Nerd and Programmer. (//"http://freespace.volitionwatch.com/babylon")
Alliance Productions (//"http://alliance.sourceforge.net")
-
eh.. now that i Look closer I don't like his allocation style or his statements that break into subfunctions - but it's speed optmizations and different programmers do those differently
-
How much longer? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
-
i noticed he didn't read groups or lights.. so when i get those i can mesh the two code bases into class 3DSfile and start working on conversion - thankfully 1/3 to 1/2 the conversion code is common between input file types
-
*bows down and worships the font of generosity and l33tness that is Kazan*
-
Maeglamor is digging for reference loading code for me
-
Even though I won't use it, go for it. Your POF editor tool has pulled me outta many a jam (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
------------------
.....File not found....please enter password
Webmaster of Subspace Zero ("http://www.subspacezero.com")
Co-Creator, GroundZero ("http://www.subspacezero.com/omega18.htm")
ICQ# 117983680
-
I should give it the slogan "POF Constructor Suite, the ultimate FreeSpace 2 Modeller's Swiss Army Knife"
-
Hey, I'm glad to oblige (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
-
May I suggest humbly that if you use 3ds files, the converter weld all the vertices that shares the same coordinates? Otherwise no ship will work in FS2 (multiply all vertice counts by three if you use anything other than planar UV mapping )...
-
I already have it eliminate duplicate points
-
No, that's not wht I mean, they're not duplicate points, the model converted fomr a max file, if using face mapping, is broken elements. for instance, if a poly uses a different uv mapping than the rest of the onject, it will be separated from this object. there's no incidence on the ploy count, but for each detached poly, you can add 3 vertices to the poly count... for exemple, The SDF1 .max model for robotech uses about 430 vertices, when converted in .3ds it bumped to 1200...
-
Ohhhh! I can't wait, but I will... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Now I need to p1mp Rhino enough that Kazan writes a Rhino2Pof converter.... sweetness galore! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Let's see... Read the interviews of the MODders at XWA Upgrade ("http://www.xwaupgrade.com") - they all use Rhino. Then look at the screenies of their work and see if you want that quality of stuff easily available for FS2.... Then ask Kazan nicely. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
-
not enough fs2ers user rhino
-
Indeed, rhino doesn't have enough of a following. All the models I build in it are converted to 3DS and then mapped and optimised in MAX.
-
Make a max converter (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) that's the best tool for making ships (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
-
But you must admit that it's worlds easier to use than TS or even MAX - if nothing else it'd cut down on "How do I.... in TS?" stuff. All the newbies would be able to create models without the usual TS problems... like me. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
EDIT: Yes, I agree, though, that Rhino's texturing capabilities are virtually worthless for FS2 needs. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
[This message has been edited by sandwich (edited 07-12-2001).]
-
Indeed!! As far as model building goes "I hath found no equal to its splendiferousness" it really is the bees knees.
...but there is the glaring omission, no texturing tools worth talking about. A great pity, it's so brilliantly designed.
Sheese, I sound like I'm p1mping something! OK time for a rewrite:
It's not too bad at all (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
[This message has been edited by Maeglamor (edited 07-12-2001).]
-
Kazan I believe I've found almost exactly what you're looking for. The code isn't well commented but it covers lights, subobjects etc.
Here's the link: www.maeglamor.freeuk.com/ogodisk2.zip ("http://www.maeglamor.freeuk.com/ogodisk2.zip")
Give me a holler if you spot any problems or if it isn't what you need. Thanks.
-
i can't wait (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
maybe eventually we can get some animation stuff in and make a shivan cruiser that "scuttles" around the place or something :P
a couple of Q's -
does fs2 support vertex colours as lighting?
are there limitations on texture sizes for the converter (I.E, could i use an 800x600 decal map?)
-
vertex colors are a no
texture size is a game limitation.. the converter could care less it just rearranges data
-
bada-bump
im getting close to starting to write the code
-
Me = excited (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
-
way groovy. =)
-
Good luck, go for it dude.