Stuck making a cycle model: SOLVED

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sinewav
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Stuck making a cycle model: SOLVED

Post by sinewav »

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.
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sine_cycle.zip
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screenshot1.png
Last edited by sinewav on Fri Jan 23, 2009 1:32 am, edited 1 time in total.
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hoop
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Post by hoop »

nice, i like it
perhaps I'd try to make it so the central capsule will cover a part of the big wheel, dunno really.
I tried to make an arma model using blender a while ago and I couldn't make it due to plugin's issues. have you already exported a model succesfully?
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ed
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Post by ed »

Have you read about this to export aa model from blender?
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Your_mom
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Post by Your_mom »

ed wrote:Have you read about this to export aa model from blender?
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.
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Post by hoop »

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
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sinewav
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Post by sinewav »

Hmm. I think I'll start over with a different approach. I really have no idea what you guys are talking about. I guess I need to read a bit more before I continue.
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Post by Lackadaisical »

Make sure it looks good from top/behind!
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.
Both Mysery and me were able to use the exporter on this site:
http://www.katsbits.com/htm/tools_utilities.htm#ase
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Post by hoop »

sinewav wrote:I really have no idea what you guys are talking about.
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Post by Misery »

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. :D

Edit: Nevermind. Hoop covered that. That's what I get for not reading all posts carefully. lol
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sinewav
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Post by sinewav »

Well, I'm getting closer. You guys have been a great help so far. However, the .ase and it crashes Arma.

Code: Select all

gTextureCycle::ProcessImage(SDL_Surface*)
BytesPerPixel== failed
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.
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hoop
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Post by hoop »

afaik a cycle model should have 3 shapes: the body and 2 wheels

plus, the front wheel is not symmetrical so it won't look nice when spinning
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Lackadaisical
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Post by Lackadaisical »

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!
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works with a non opaque texture..
works with a non opaque texture..
It works!
It works!
the tiny pink lightcycle is also facing in the y direction instead of the x direction
the tiny pink lightcycle is also facing in the y direction instead of the x direction
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sinewav
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Post by sinewav »

Lackadaisical wrote:but that's one tiny little bike you have
Opps. I forgot to rotate and resize. I remember reading about that here
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!
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".

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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Lackadaisical
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Post by Lackadaisical »

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
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sinewav
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Post by sinewav »

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?
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