Stuck making a cycle model: SOLVED
Stuck making a cycle model: SOLVED
I've read every thread and article I can find, but I'm still clueless. I made some 3D models several years ago using MAYA, but I've lost both the program and all the memories I have of making anything. So I'm starting from scratch in Blender.
And now I'm stuck. I have no idea what I'm doing and I'm way over my head. If anyone wants to take a look at what I've got so far and dish out some advice, I'd love to hear it. I have a feeling I don't have enough experience to complete this.
And now I'm stuck. I have no idea what I'm doing and I'm way over my head. If anyone wants to take a look at what I've got so far and dish out some advice, I'd love to hear it. I have a feeling I don't have enough experience to complete this.
- Attachments
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- sine_cycle.zip
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Last edited by sinewav on Fri Jan 23, 2009 1:32 am, edited 1 time in total.
Iirc that thread was about exporting to .mod the default* format not .ase the moviepack format. I can't remember anyone getting blender to export .ase though there is a link to an exporter that may or may not work somewhere in the forums.ed wrote:Have you read about this to export aa model from blender?
a coulpe suggestions:
the meshes have a lot of vertices, I guess it would decrease your fps a lot
and it's quite hard editing the shapes now.
if you didn't know, blender offers a smart solution for that: using modifiers to preview the final result.
i.e. in this case I'd use the sub-surf modifier so editing the mesh will be easier, then once I'm done I'd apply it.
anyway, I'd possibly keep the lower possible amount of vertices
the meshes have a lot of vertices, I guess it would decrease your fps a lot
and it's quite hard editing the shapes now.
if you didn't know, blender offers a smart solution for that: using modifiers to preview the final result.
i.e. in this case I'd use the sub-surf modifier so editing the mesh will be easier, then once I'm done I'd apply it.
anyway, I'd possibly keep the lower possible amount of vertices
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- sub-surf.rar
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- Lackadaisical
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Make sure it looks good from top/behind!
http://www.katsbits.com/htm/tools_utilities.htm#ase
Both Mysery and me were able to use the exporter on this site:Your mom wrote: I can't remember anyone getting blender to export .ase though there is a link to an exporter that may or may not work somewhere in the forums.
http://www.katsbits.com/htm/tools_utilities.htm#ase
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Ah, Lack beat me to the punch. 
The only thing I can suggest is try to reduce the poly count on your cycle. That way people that do not have high-end systems will be able to play with it still. If you need help, just ask. I'm pretty good at cleaning stuff up.
Edit: Nevermind. Hoop covered that. That's what I get for not reading all posts carefully. lol
The only thing I can suggest is try to reduce the poly count on your cycle. That way people that do not have high-end systems will be able to play with it still. If you need help, just ask. I'm pretty good at cleaning stuff up.
Edit: Nevermind. Hoop covered that. That's what I get for not reading all posts carefully. lol
"Music can name the unnameable and communicate the unknowable."
~Leonard Bernstein
~Leonard Bernstein
Well, I'm getting closer. You guys have been a great help so far. However, the .ase and it crashes Arma.
Again, I'm a total 3D n00b. I'm probably just missing something simple, like turning a button on. I'm still working on the texture too (almost done). So, if anyone tell me what I screwed up, that would be great. I've read the above links and didn't see what I needed.
Code: Select all
gTextureCycle::ProcessImage(SDL_Surface*)
BytesPerPixel== failed- Attachments
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- LC22.zip
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The moviepack cycle doesn't have spinning wheels. You can choose to use the regular .mod files but you can't really skin those well..
sine: I don't know if it's the reason it doesn't work, but that's one tiny little bike you have (or is the regular model ******* huge? who knows!). Here's a screenshot with a bikemodel i made imported (yours is the tiny pink glob).
Ah ok, I just resized the cycle so it was as large as mine, turned it around and exported it to .ase with the thing i linked before, and it seems to work (still using the texture of the other cycle so yeah..).
edit: Tried it with the texture you gave, but it crashed.. I got a vague memory of mystery having the same problem?
edit2: Changed the texture so it had some transparancies.. worked!
sine: I don't know if it's the reason it doesn't work, but that's one tiny little bike you have (or is the regular model ******* huge? who knows!). Here's a screenshot with a bikemodel i made imported (yours is the tiny pink glob).
Ah ok, I just resized the cycle so it was as large as mine, turned it around and exported it to .ase with the thing i linked before, and it seems to work (still using the texture of the other cycle so yeah..).
edit: Tried it with the texture you gave, but it crashed.. I got a vague memory of mystery having the same problem?
edit2: Changed the texture so it had some transparancies.. worked!
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Opps. I forgot to rotate and resize. I remember reading about that hereLackadaisical wrote:but that's one tiny little bike you have
I tried the same thing and failed. I read what you posted here, but it makes no sense to me. What is a "UV face select mode"? I only have "UV/Image Editor".Lackadaisical wrote:Tried it with the texture you gave, but it crashed.. I got a vague memory of mystery having the same problem?
edit2: Changed the texture so it had some transparancies.. worked!
Right now I can get the model into Arma without textures. Nothing I seem to do works. Below is the finished bike.png
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- LC22.zip
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- Lackadaisical
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Ok I see 248 doesn't have the UV face select mode, but I *think* the regular edit mode does the trick. Doesn't really matter because this time I didn't even do that, all I did was:
Open it
File -> Export -> ASCII (.ase) -> name it cycle.ase
Put it in the moviepack folder with bike.png
Play armagetron
Open it
File -> Export -> ASCII (.ase) -> name it cycle.ase
Put it in the moviepack folder with bike.png
Play armagetron
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Back (in the sig) by popular demand: Lack draws
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Well, I give up. The texture is not mapping correctly. If I'm doing the same thing as you procedurally, then maybe there is a problem with either my version of Blender or the ASE script. I'm not smart enough to go any further, so I guess I'll have to move on to a different project. Thanks for the help though. 
BTW what version of Blender and ASE script are you using?
BTW what version of Blender and ASE script are you using?