I basically made a quick High-res version of the airbag and then rendered a normal map off it - then used some RenderLighting tricks in photoshop :smile.gif:.
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"There was a time in the evolution of all things that work, when it didn't"
I have no idea what this is supposed to accomplish, but it looks cool!
Its to demonstrate that its possible to get models made in a 3D modeling program like 3DSMax can be exported into a format that Minecraft can use for modders. so rather complex models in comparison to say the cow or a pig from MC can be made.
Looks frelling fantastic fury, hopefully you can send the code my way so i can implement it properly :tongue.gif:
Pchan, I know - I'm just finishing up one or two more things on the airship before she's ready to be rendered in game :smile.gif:.
I want to reorganize the PSD just a tad, so I can make color variations a bit more easily.
whelp... Small problem (really, its a bit of a bit problem). The game doesn't like 1024x1024, and scaling down the texture to 512x512 makes it look like CRAP!... So, either I need to find a way to make a 1024x1024 texture work or I need to ask Gestankfaust if I can texture bash his 16x16 instead of Glimmar's 32x32 - or just remake it from hand using similar patterns without going square by square.
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"There was a time in the evolution of all things that work, when it didn't"
Oh my gosh, I would love this. Good luck.
(I haven't read the second or third pages, so if anyone has already broken down crying over the loss of this project, and I'm just making it worse, sorry, lulz :I.)
Oh my gosh, I would love this. Good luck.
(I haven't read the second or third pages, so if anyone has already broken down crying over the loss of this project, and I'm just making it worse, sorry, lulz :I.)
Loss, what loss? I'm still going strong on it :smile.gif:. I'm just working on a new texture for this particular airship that will actually work in game.
Version 1 and 2 of the conversion scripts are up for grabs on the first post.
Again, if DON'T know your way around 3ds Max - don't ask me to teach you; go to youtube and learn. I practically teach it for a living, and I don't want to have to work where I play.
If you DO know your way around 3ds Max and it throws some sort of errors, let me know, and I'll look into it.
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"There was a time in the evolution of all things that work, when it didn't"
Version 1 and 2 of the conversion scripts are up for grabs on the first post.
Again, if DON'T know your way around 3ds Max - don't ask me to teach you; go to youtube and learn. I practically teach it for a living, and I don't want to have to work where I play.
If you DO know your way around 3ds Max and it throws some sort of errors, let me know, and I'll look into it.
cheers for the new script, works well. Aside from the 65k java limit.
what we need to do is make an output which can be stored into XML and then read into Java and when your mod loads, using modloader or whatever(before the map is loaded) it reads the XML and makes a Model. which can then be inserted into the Model Class file. I'll work on your script. and try and customize it to output XML.
-- Set stuff
TheTotalData = ""
GeoData = "<model>"
ArrayData = ""
TheIndex = 0
-- A function to be used for rounding to integers
fn round val n =
(
mult = 10.0 ^ n
(floor ((val * mult) + 0.5)) / mult
)
for i in selection do
(
--Setup Aray
--Geometry String
-- Find Data
CenterPivot i
ThePos = i.position
TheRot = i.rotation as eulerangles
-- StringDump
FaceCount = polyop.getnumfaces i
for j = 1 to Facecount do
(
FaceData = ""
VertCount = polyop.getFaceVerts i j
MapVertCount = polyop.getMapFace i 1 j
GeoData += "<polygon>\r"
for k = 1 to VertCount.count do
(
FaceData += "<vertex><v>"
VertPos = polyop.getVert i VertCount[k]
MapVertPos = polyop.getMapVert i 1 MapVertCount[k]
FaceData += (VertPos.y) as string + "F</v><v>" + (-VertPos.z) as string + "F</v><v>" + (-VertPos.x) as string + "F</v><v>" + (MapVertPos.x) as string + "F</v><v>" + (1.0 - MapVertPos.y) as string + "F</v>"
if VertCount.count != 3 do
(
if k == VertCount.count then
(
FaceData += "</vertex> \r"
) else
(
FaceData += "</vertex> \r"
)
)
if VertCount.count == 3 do
(
FaceData += "</vertex> \r"
)
if VertCount.count == 3 and k == 3 do
(
FaceData += "<v>"
FaceData += (VertPos.y) as string + "F</v><v>" + (-VertPos.z) as string + "F</v><v>" + (-VertPos.x) as string + "F</v><v> " + (MapVertPos.x) as string + "F</v><v>" + (1.0 - MapVertPos.y) as string + "F</v>\r"
)
)
GeoData += FaceData + "</polygon>\r"
-- keep at end
TheIndex += 1
)
)
TheTotalData +=TheArrayName
TheTotalData += ArrayData
TheTotalData += "\r"
TheTotalData += GeoData
TheTotalData += "</model> \r"
print TheTotalData
Let me know if i have screwed it up, its a wip version to get it to XML format.
you best rename them to something that actually represents what the data is. :tongue.gif:
this will allow us to have virtually limitless Polies for rendering. :tongue.gif:
could you also once you get it working, get me a xml file i could use to test(even if its just a box).
Im afraid my modeling skills suck and i got one file, but when i attempted to run the script again it failed. so i think i might have broken something...
Not sure what the XML is supposed to look like when all is said and done :-/
Bear in mind that Gary is working on his OBJ loader for TMT, which means that the practical size limit won't be as much an issue - its just buggy for the time being, and the addPolygon is more stable.
The 65k java limit is kind of a pain - but it's not too bad, really. it basically forces a pretty low polygon limit. That being said, Were I in your shoes, just because of how much progress Gary is making on the OBJ thing, I wouldn't break my head over an XML workaround - BUT that's just me, of course :smile.gif:.
Someone in #risucraft explained to me bounding boxes some. He told me that the width and length are determined by a single attribute, but the AxisAlignedBB.java has a function that actually calls for 6 parameters (min/max for XYZ)... I wonder if this means you can have the width, length, and height be all different from each other... Iono, man, I'm really not comfortable with code >.< (hence why I made this whole script to begin with).
Plans for tomorrow: Work, then I want to make a few sea-going vessels, then its on to Pchan's Gyrocopter.
Some of you may ask: why, if you can have airships, would you want sea-going vessels?
in my mind, sea-going vessels should be less expensive to make and have more powerful weapons, like cannons, because of their superior "lift" capabilities and ballast.
Airships will be more expensive/harder to make, and while they are more flexible in movement, they don't have the armaments that sea-going vessels would, and would be restricted to arrow-throwers.
Rollback Post to RevisionRollBack
"There was a time in the evolution of all things that work, when it didn't"
3dsMax to Minecraft Converter
http://img402.imageshack.us/img402/2345 ... yfinal.jpg
I basically made a quick High-res version of the airbag and then rendered a normal map off it - then used some RenderLighting tricks in photoshop :smile.gif:.
3dsMax to Minecraft Converter
Its to demonstrate that its possible to get models made in a 3D modeling program like 3DSMax can be exported into a format that Minecraft can use for modders. so rather complex models in comparison to say the cow or a pig from MC can be made.
Looks frelling fantastic fury, hopefully you can send the code my way so i can implement it properly :tongue.gif:
I want to reorganize the PSD just a tad, so I can make color variations a bit more easily.
whelp... Small problem (really, its a bit of a bit problem). The game doesn't like 1024x1024, and scaling down the texture to 512x512 makes it look like CRAP!... So, either I need to find a way to make a 1024x1024 texture work or I need to ask Gestankfaust if I can texture bash his 16x16 instead of Glimmar's 32x32 - or just remake it from hand using similar patterns without going square by square.
3dsMax to Minecraft Converter
(I haven't read the second or third pages, so if anyone has already broken down crying over the loss of this project, and I'm just making it worse, sorry, lulz :I.)
viewtopic.php?f=1039&t=277539
You Should Also Check Out My Pixel Art Thread:
viewtopic.php?f=25&t=207459
Loss, what loss? I'm still going strong on it :smile.gif:. I'm just working on a new texture for this particular airship that will actually work in game.
see?
http://img156.imageshack.us/img156/4180 ... ewtex1.jpg
3dsMax to Minecraft Converter
Again, if DON'T know your way around 3ds Max - don't ask me to teach you; go to youtube and learn. I practically teach it for a living, and I don't want to have to work where I play.
If you DO know your way around 3ds Max and it throws some sort of errors, let me know, and I'll look into it.
3dsMax to Minecraft Converter
cheers for the new script, works well. Aside from the 65k java limit.
what we need to do is make an output which can be stored into XML and then read into Java and when your mod loads, using modloader or whatever(before the map is loaded) it reads the XML and makes a Model. which can then be inserted into the Model Class file. I'll work on your script. and try and customize it to output XML.
and also make a reader to store into Models.
Let me know if i have screwed it up, its a wip version to get it to XML format.
you best rename them to something that actually represents what the data is. :tongue.gif:
this will allow us to have virtually limitless Polies for rendering. :tongue.gif:
could you also once you get it working, get me a xml file i could use to test(even if its just a box).
Im afraid my modeling skills suck and i got one file, but when i attempted to run the script again it failed. so i think i might have broken something...
cheers,
Pchan3.
Bear in mind that Gary is working on his OBJ loader for TMT, which means that the practical size limit won't be as much an issue - its just buggy for the time being, and the addPolygon is more stable.
The airship is pretty much done, I think.
http://i.imgur.com/vgbIF.jpg
And here she is in game, currently replacing the geometry for ModelBoat.java
http://i.imgur.com/OoYF2.jpg
3dsMax to Minecraft Converter
3dsMax to Minecraft Converter
Is the start of my parachute. but i don't think its gonna work anyway.
your airship looks cool :smile.gif:
WOW at ninja post.
The 65k java limit is kind of a pain - but it's not too bad, really. it basically forces a pretty low polygon limit. That being said, Were I in your shoes, just because of how much progress Gary is making on the OBJ thing, I wouldn't break my head over an XML workaround - BUT that's just me, of course :smile.gif:.
Someone in #risucraft explained to me bounding boxes some. He told me that the width and length are determined by a single attribute, but the AxisAlignedBB.java has a function that actually calls for 6 parameters (min/max for XYZ)... I wonder if this means you can have the width, length, and height be all different from each other... Iono, man, I'm really not comfortable with code >.< (hence why I made this whole script to begin with).
Kitbash: Armored version.
http://i.imgur.com/UilgB.jpg
No, I am not above kitbashing my own models :smile.gif:
3dsMax to Minecraft Converter
http://i.imgur.com/hriUN.jpg
3dsMax to Minecraft Converter
I still want to make a "Scout", a "Cargo Barge" and a "Frigate/Destroyer"
3dsMax to Minecraft Converter
http://i.imgur.com/0QpO0.jpg
Cargo Barge. Like I said - I am not above kitbashing my own models >.<
Edit2: finished the fleet, I think
http://i.imgur.com/7j1US.jpg
3dsMax to Minecraft Converter
Some of you may ask: why, if you can have airships, would you want sea-going vessels?
in my mind, sea-going vessels should be less expensive to make and have more powerful weapons, like cannons, because of their superior "lift" capabilities and ballast.
Airships will be more expensive/harder to make, and while they are more flexible in movement, they don't have the armaments that sea-going vessels would, and would be restricted to arrow-throwers.
3dsMax to Minecraft Converter
This thread actually had me SALIVATING. I was positively drooling over those airship models. Bravo good sir.
Bravo.