Accepting requests for models/mods/conversions/import-export
hmm, if its text now, i wonder if theres a blend2ase converter yet?
is .blend the only thing it will export to by default?
haha! found a couple
http://www.blender3d.org/cms/Import___Export.5.0.html
theres a .3ds exporter there at the top, & a couple .obj converters towards the bottom..
one of the .obj ones supports conversion with texturemapping intact, dunno about the .3ds one, but either one would work prolly.. then i could convert your blender to .ase
(i didnt see any .ase exporters for blender )
-------------
bummer, most the links are dead, but heres the plugin for .obj export with textures intact:
damn it all to hell!!! i coulda sworn 3dmax had .obj import/export features built in, guess i better go hunt a plugin.. then i will make a moviepack.obj for y'all to mess with & post it here
is .blend the only thing it will export to by default?
haha! found a couple
http://www.blender3d.org/cms/Import___Export.5.0.html
theres a .3ds exporter there at the top, & a couple .obj converters towards the bottom..
one of the .obj ones supports conversion with texturemapping intact, dunno about the .3ds one, but either one would work prolly.. then i could convert your blender to .ase
(i didnt see any .ase exporters for blender )
-------------
bummer, most the links are dead, but heres the plugin for .obj export with textures intact:
damn it all to hell!!! i coulda sworn 3dmax had .obj import/export features built in, guess i better go hunt a plugin.. then i will make a moviepack.obj for y'all to mess with & post it here
- Attachments
-
- obj_io_modif232b.zip
- a .obj import/export plugin for blender
- (9.23 KiB) Downloaded 549 times
heres the moviepack bike in .obj format
it will be 30x too small, & the normals will all be inside out when u get it in blender, however, the mapping shoudl be intact & will only need a material applied to it to see the texture intact.. blah blah
so anways,.. now we should be able to cross the max/blender platform & i can export .ase for anyone who needs
(btw.. a FREE program called zmodelor will export to .3ds with texturemaps intact, & is specificly for vehicle modeling & vehicle game editing.. if anyone wants to try that road)
it will be 30x too small, & the normals will all be inside out when u get it in blender, however, the mapping shoudl be intact & will only need a material applied to it to see the texture intact.. blah blah
so anways,.. now we should be able to cross the max/blender platform & i can export .ase for anyone who needs
(btw.. a FREE program called zmodelor will export to .3ds with texturemaps intact, & is specificly for vehicle modeling & vehicle game editing.. if anyone wants to try that road)
- Attachments
-
- mvpckcyc-obj.zip
- the moviepack bike in .obj format
- (3.04 KiB) Downloaded 593 times
-
- On Lightcycle Grid
- Posts: 10
- Joined: Sun Nov 21, 2004 9:00 am
http://www.elysiun.com/forum/index.php
Go to that forum if you need help with something about Blender, or .blend file specs. It's more or less the official forum, since it's linked from Blender3D's site, so the people on there might know. The Blender devs post there too sometimes.
Go to that forum if you need help with something about Blender, or .blend file specs. It's more or less the official forum, since it's linked from Blender3D's site, so the people on there might know. The Blender devs post there too sometimes.
I'm thinking of redoing the recognizer model 1 more time with a couple variations,..
I'm going to add a thing so it looks like a win/kill zone , prolly release 2 of those, like 1 red & 1 green or so, or mebbe just leave it mapped with the glowing .png edges as well as a hardwired red map for it, .. and fix the chestplate, the way i mapped it isnt visible on all videocard, some show no normals textured on that peice.. blah..
anyone still interested in making it a killzone?
http://forums.armagetronad.net/download.php?id=796
http://forums.armagetronad.net/download.php?id=807
titnass:
SERVER_NAME 0xff0000TïNÿ0x00ff00TàRÐ0x0000ffLánÐ0xffffff!!!!!
ppl will show up like a moe!
I'm going to add a thing so it looks like a win/kill zone , prolly release 2 of those, like 1 red & 1 green or so, or mebbe just leave it mapped with the glowing .png edges as well as a hardwired red map for it, .. and fix the chestplate, the way i mapped it isnt visible on all videocard, some show no normals textured on that peice.. blah..
anyone still interested in making it a killzone?
http://forums.armagetronad.net/download.php?id=796
http://forums.armagetronad.net/download.php?id=807
titnass:
SERVER_NAME 0xff0000TïNÿ0x00ff00TàRÐ0x0000ffLánÐ0xffffff!!!!!
ppl will show up like a moe!
Last edited by SuPeRTaRD on Sun Sep 11, 2005 9:23 pm, edited 3 times in total.
- Phytotron
- Formerly Oscilloscope
- Posts: 5041
- Joined: Thu Jun 09, 2005 10:06 pm
- Location: A site or situation, especially considered in regard to its surroundings.
- Contact:
So then, is the idea that the recognizer would come up after awhile like the zone does now, and would then fly around the arena with I guess the area beneath it acting as the kill zone? I tell you what, that sounds damn good to me, especially if it would actually move around the arena—sound effects and all.
Or is there some other approach in mind?
Or is there some other approach in mind?
well, either as a temporary replacement of the KILL zone graphics, or, idealy, yes, it would turn towards the nearest player & then proceed towards them slowly. floating above the grid & trails, .. like in the movie
someone was gonna code that, but.. i belive they're on a long atron hiatus
the mesh needs a little tweaking either way..
i could surround its base with bloody razorblades so it still looks kinda like a red circular killzone ;p
i need to lower its grip axis too, so if its a direct replacement of the killzone it will grow upwards & not into the floor..
blah blah..
so i should fix it right?
we could put something simlar in the winzone a solar sailer or something.. *shrugs* a trondisk?
someone was gonna code that, but.. i belive they're on a long atron hiatus
the mesh needs a little tweaking either way..
i could surround its base with bloody razorblades so it still looks kinda like a red circular killzone ;p
i need to lower its grip axis too, so if its a direct replacement of the killzone it will grow upwards & not into the floor..
blah blah..
so i should fix it right?
we could put something simlar in the winzone a solar sailer or something.. *shrugs* a trondisk?
- Phytotron
- Formerly Oscilloscope
- Posts: 5041
- Joined: Thu Jun 09, 2005 10:06 pm
- Location: A site or situation, especially considered in regard to its surroundings.
- Contact:
The solar sailer would be the appropriate model for the winzone, since that's how they made their escape, eh. What would also be thematically consistent would be to have it be that thing that Tron steps into to send his disc up through that beam. Heh, whatever that is. You know what I'm talking about if you've seen the film. Even cooler, an animation of the cycle disappearing and a disc flying up the beam.
-
- Posts: 1
- Joined: Fri Jan 25, 2008 7:43 pm
- Location: Venus.
- Contact:
Can you make a snail-shaped bike? if you can, can you send it to timfalken@hotmail.com? (i'm not online that much.)
This is MY message to the world: "****."
- philippeqc
- Long Poster - Project Developer - Sage
- Posts: 1526
- Joined: Mon Jul 12, 2004 8:55 am
- Location: Stockholm
- Contact:
Hi Master,Master2112 wrote:Can you make a snail-shaped bike? if you can, can you send it to timfalken@hotmail.com? (i'm not online that much.)
Welcome to the forums.
If someone made the model and emailed to you, then nobody else would get to enjoy it. Wouldn't it be better to have the model on the forum, for everybody to enjoy?
Notice that the most recent post before your own is dated from 2005. I think that offer should be considered expired by now.
/philippe
Canis meus id comedit.