3D models- how, where and what

For developmental things relating to the graphics of the game.
LadyX
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Post by LadyX »

n54 wrote:BEAUTIFUL! Viva la Françe (omg! did i say that? :o) :mrgreen:

very nice model - how many polygons is it?

A lot! (not optmized at all)
lol
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Road Kill
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Post by Road Kill »

I like it. :D Very, very, very much.
The simplicity using mechanical forms makes it. The visual balance is wonderful. I bet it rides real nice. It even looks fast. I can't wait to test drive it.
I'm working on more of a organic model myself. I always seem to dive into something more difficult then I can handle at the time, so it takes me longer to finish.
Seeing your model gives me inspiration, thank you.

Good Job!
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subby
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Post by subby »

wow, good job, keep it up!
LadyX
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Post by LadyX »

Ingame test...


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Funny isn't it?
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Tank Program
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Post by Tank Program »

actually, it is just the tinyest bit disturbing...
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n54
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Post by n54 »

hehe i thought the front was in the other direction :D

btw did you use 3dsmax? i'm about to try making my bikemodel in the newest version of blender (so if you have a nice python script for exporting as an .ase-file plz let me know although i haven't checked if the new blender release comes with such a script - still crossing my fingers :mrgreen:)

anyway there's one thing that has me slightly confused no matter which modeller one uses: where and how do you control that the bike is actually centered correctly in relation to the lighttrail? i've had some experiments where the model was waaay off lol + i also think there's a small error in the lowresolution moviepack concerning this (not noticable unless you look really hard)....

any tip is appreciated :D

edit: another topic for making bike-models:
it would be really nice to have some highquality template for skinning the textures for the bike in photoshop or gimp (preferrably gimp since it's gnu gpl'ed). the textures i've seen for the existing bike models aren't really much good for reskinning, there must be a better way... somewhere between the present raw textures and actually doing the texturemapping in a modeller? *hopes* :D
LadyX
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Post by LadyX »

n54 wrote:hehe i thought the front was in the other direction :D

....
anyway there's one thing that has me slightly confused no matter which modeller one uses: where and how do you control that the bike is actually centered correctly in relation to the lighttrail? i've had some experiments where the model was waaay off lol

U right. But at last, i turn it cause i was thinking it looks better like this.
To center the bike, in fact it is very simple. In 3ds, the model must be centered in origin axys (y). Armagetron does not care about pivot point of the model...
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Seeker
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Post by Seeker »

Nice....

Just one question......How did you get it out of 3ds and into the dam game?!?!?!?!?!?!? I cant seem to get that part to work :evil: .

BTW....What version of 3ds does evryone have ( or other 3d modeling program )

I am running 3ds max6, autocad 2000i, and true space 3.something.

I render in Bryce 5.1 with no problems, but cant get my models into the game.

EDIT: oops i must have missed the links to the converters :oops: Ill play with it a lil and try for the tank model i posted about earlier. if it works ill zip somthing up here for yall to try.
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locutus
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Post by locutus »

Tank Program wrote:actually, it is just the tinyest bit disturbing...
i agree, I tried it when it was first released and it just seemed to make me feel a bit weird, hard to explain
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DrJoeTr0n
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Post by DrJoeTr0n »

Roadkill Wrote
Max ASE import converters-

Select the proper version from these links, unzip and place in proper Max folder.
Example: C:\Program Files\3dsmax4\stdplugs
If yours is in a different folder, look for other max filters with the .dli extension. The .ASE file option should appear in the file type dropdown box via the file/import menu.

http://zegzav.free.fr/nfsu/asciiimp_max2.zip
http://zegzav.free.fr/nfsu/asciiimp_max3.zip
http://zegzav.free.fr/nfsu/asciiimp_max4&5.zip
http://zegzav.free.fr/nfsu/asciiimp_max6.zip
I have issues with the plugin for Max6 it doesnt want to initiallize and i keep getting an error message about it, mind helping me out to fix this anyone?
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Newk
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Post by Newk »

copied from this thread http://guru3.sytes.net/viewtopic.php?t= ... ght=models

hello, i too wanted to make models for armagetron to learn more about 3dsmax5 and 3d-models in games in general...
so i put together a real simplistic lightcycle because i want to run the game as
fast as posible... and liked the concept of having abstract grafics to boost playability.
then i had to figure out a way to import them and found this forum.
(hazardous googling)
then i finally found a plugin for 3dsmax to import .ase (i needed reference for size)
I dont know how to use IVCON (some console stuf... how do i run that?)
and i still haven't found a way to convert .mod files. i want it really bad now.

so i put my model into the moviepack and it works..... but no shading?
its like model is all illuminated.
Is that the converting? (i have compared the .ase files though... no diffrence found)
i dont have drawn a mapping... i use an empty .png
maybe thats the prob.

please help me out
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Tank Program
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Post by Tank Program »

yup, it's probably the empty png
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Newk
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Post by Newk »

do i have to draw shading myself?
it doesn't seem so...
when i turn off the mapping of the other bike models, they still have shadows.
or is it like this: the moment you use mapping it has no real shadows but
uses the shadows drawn to the mapping?
Last edited by Newk on Fri Oct 01, 2004 3:56 am, edited 1 time in total.
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Tank Program
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Post by Tank Program »

I really don't have a definitive answer on that, but please, feel free to try things and find out an answer :).
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Newk
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Post by Newk »

ofcourse....
i try, try.... get frusty :evil: ...and try again..... then i go ask questions
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