It's me again. Humour an idiot noob
#1
Posted 23 November 2006 - 03:52 PM
Can someone explain to me in plain retards english what happens next on both mine and the programmers side after this...
I create several different 3ds files to be used with the game. I then convert them to .x files for instance, but, what then happens after that? What does the programmer do once I have given him these files in a workable format? Is that my part done, on to the next bunch of 3d sprites or is their more? Now a lot of you mat well be reading this and thinking that I am an idiot, and yes you would be right, i am prepared to humble myself and even make a fool of myself for some clear plain simple answers in order to learn more quicker.
Thanks for taking the time to humour me. You can call me any name under the sun and insult my mother freely just as long as I get some simple, useful info that will help me learn quicker.
Cheers,
Iain
#2
Posted 24 November 2006 - 04:19 PM
chester_chuffnuts said:
#3
Posted 24 November 2006 - 05:19 PM
#4
Posted 24 November 2006 - 06:58 PM
You get the idea. ;) It will take a bit of going back and forth until you know and apply all the requirements that the programmer will ask, and it will take a while for him to figure out all the requirements for a 3D model to load and work properly. Just be patient and you (both) will learn a lot.
#5
Posted 30 November 2006 - 11:16 AM
Jare said:
Right that's cool, I'm starting to build up a better picture of how things will work, but i still have some questions.
All those things mentioned above, are they done within (for example) 3ds as I create the model or are they done afterwards through Open GL or simular? Like do I create the mesh model an export that and then the unwrapped texture and then use Open GL or whatever to put it all together within the game environment?
See, Artisticly and creatively gifted I am, but I know nothing of this practical process, which is what I am trying to learn.
I'm slowly building up a picture of how things go but I still have some gaps to fill in on the technicalities.
YOu have been most helpful.
#6
Posted 30 November 2006 - 02:47 PM
#7
Posted 30 November 2006 - 03:45 PM
Phi said:
Well that depends on whether the modeller has modelled them right. Using forward kinematics its relatively simple if the artist has put the landing gear on an appropriate bone. You just update the landing gear's local matrix and make it fold up under the plane. If they haven't "boned" it correctly you are kinda screwed ...
#8
Posted 30 November 2006 - 04:18 PM
So apart from animations that you pre define yourself is it possible then to have the bones in place so if say your characters gets blasted by something it will fly back and the bones will automatically dictate how the body falls as it hits other objects and such like? Kinda like a rag doll? We're thinking of having a lot of projectile type weapons and something like that could be good.
I may well be leaping ahead of myself in my thinking but what you said triggered the thought.
Sorry if that isn't to clear.
#9
Posted 01 December 2006 - 12:41 PM
Ragdoll is a whole different ball game. Sure you can use the skeleton to perform rag doll but the physics needed to make it work is HUGELY more complicated. I'd forget about that bit for now. Should be relatively straightforward to retrofit into a decently written engine anyway :)
#10
Posted 01 December 2006 - 01:56 PM
What do you suggest searching under in google? I mean I know that sounds retarded but you can know what you want but just not find it because of the wording you're using and therefore, waste a lot of time.
#11
Posted 01 December 2006 - 02:20 PM
#12
Posted 01 December 2006 - 04:20 PM
Instead of flexporter, I used the DejaView example project made by Discreet. It has an exporter, importer and viewer, so it shows the whole process of how to get your models from 3ds max into your own application. The source is a bit dated, but it still works better than anything else I've been able to find. It should still compile with any of newer versions of 3ds max, I have used it with version 7 without any problems. The link is: http://sparks.discre...ewExporter1.htm
#13
Posted 01 December 2006 - 05:16 PM
Goz said:
Yeah I told you it sounded dumb, but I didn't know if something that simple would work or if I need to feed in a little more information.
Cheers dude.
#14
Posted 01 December 2006 - 05:17 PM
Kenneth Gorking said:
Instead of flexporter, I used the DejaView example project made by Discreet. It has an exporter, importer and viewer, so it shows the whole process of how to get your models from 3ds max into your own application. The source is a bit dated, but it still works better than anything else I've been able to find. It should still compile with any of newer versions of 3ds max, I have used it with version 7 without any problems. The link is: http://sparks.discre...ewExporter1.htm
And thanks to you too :) The picture is slowly building up and at last some head way is being made :)
#15
Posted 04 December 2006 - 01:46 PM
#16
Posted 04 December 2006 - 08:06 PM
shahzadmasih said:
Start a new thread and aks your specific question there...
#17
Posted 05 December 2006 - 02:33 PM
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