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Lionheart008
23-09-2008, 22:14
:D ok! "one game!"

dear michael, kent, petr, simone..., I agree with you all! after finished the first game we start the next one ... out of any contest... ;)

here my next little 5 cent input for this evening:

;) I have changed a very, very little the 'ww1concept' game with fokkers aeroplanes from petr... with my both objects (ufo and missile)... It's nice to see they can flying and struggling... one is missing: textures! ...

It was only fun I did it and learn some good things by this interesting little script. Compliments to petr:)

=> the game includes two files, petrs original script and lionhearts script...
try it and have fun...

ciao und servus, Lionheart

Petr Schreiber
23-09-2008, 22:20
Lionheart,

try to make your rockets to have "nose" on Z axis when exporting ( just turn 90° right ), that will assure they will not fly "by side".
But thanks for the sample, looked interesting!


Petr

kryton9
23-09-2008, 22:40
Nothing like seeing a model one makes move, congratulations LionHeart. I know how exciting it must feel to see something you dreamed up move around in a program.

Lionheart008
23-09-2008, 23:15
hi all:) dear petr...


try to make your rockets to have "nose" on Z axis when exporting ( just turn 90° right ), that will assure they will not fly "by side".

do you mean by converting the obj file into m15 file? or I must change the script? ;)

@kent...
yes, feels very good, but it's just a first step to make it better and the skeleton of the script was done by petr, not me;)... but one day I am sure, I will manage it... :) but it's a good feeling to see flying my objects...

...good evening, no more input this night... must sleep and get free of the cold :D
lionheart

ErosOlmi
23-09-2008, 23:28
Messages slitted.


_________________________________________________
Please post reply in the correct topic.
It is much better to create new posts and be on topic instead of "invading" thread talking about something completely different.
People reading threads will be facilitated by this behave.

Thanks to all.
Eros

Lionheart008
24-09-2008, 00:22
for petr:)

sorry, nothing changed if I rotate the prey object in z direction before exporting as OBJ file with 90 degree... I have done it... but...

- the 'side drifting' effect of the Ufo object is still alive;) must have other reasons...???

- good night:) finished again... couldn't sleep with this little problem... I am an alien too! :D

lionheart

Petr Schreiber
24-09-2008, 09:05
Hi,

good to know you are alien too, I think there will be no humans on this forum soon... assimilation will be complete <devilish laugh here> :)

The problem was you rotated the first model by 90° on other side, and the other probably around other axis :)
So here comes fixed version :)


Petr

Lionheart008
24-09-2008, 09:40
Good morning all thinStudio fans :)

hi petr, thank you very much for fixed example... I will try it after dog walking ;)

- Important for my texture problem: I have found the "texture error" after exporting my objects from cinema and lightwave...

a) My problem of missing textures belongs to a missing *.mtl file, Lightwave export is with the OJB file (good!), but Cinema didn't such thing (bad!), so I have got an error message when converting the OBJ into M15 file...

b) one day headache, but I have found this morning the evil technical mistake ! :D

c) I have built a new space ship (sol-art) with only one blue texture and I can convert it without problems into M15 file, such things I wanted to do yesterday... ;D

more will come, I am sure... go with my head through the wall ;)

best wishes, Lionheart

Simone
24-09-2008, 11:31
Hi all,

@ LionHeart nice models, the ship is next-gen ;)

I've done a simple mod at your script ww1 concept where i add a very simple collision between hunter and prey. ;D

Ciao,

Simone

Lionheart008
24-09-2008, 12:55
hi all,
coming up my next steps... ;)

@simone:
first of all: "GREAT"! :D
add a very simple collision between hunter and prey

- dear simone, I will check it as soon as possible and give you my positively feedback, I am sure! ... improve the script with collision detection with the new issue perhaps I can manage it tomorrow... today I have some stressily actions

- I am troubling around for best fitted texture mapping stuff... and must learn to create texture mapping with lightwave... every day I am sailing through a new black hole;)

new issue:) of petrs/lionhearts ww1concept:
- I have built in new two models, a space ship, Sol-Art, and a Torus-Capsule object...

- I have managed it to texture these two objects with simple color (blue, red), but it's not the way I like it in the original way to bump them or give them fantastic shader design... this will be the next task for tomorrow...

I add the new script here again...

best regards, good luck for new ideas to all, specially for simone! ;)

lionheart

Simone
24-09-2008, 13:01
Hi,

@Lionheart thanks! :) But the collision that i have add it's only an example, it's not complete collision study.
works only in case that the forward of missile impact with a prey. ;D

Ciao,
Simone

Lionheart008
24-09-2008, 13:45
dear simone again, short reply before I am off the house... :)

- the collision detection does function very well... :D both 'aeroplanes' disappear after collision, I have even tried to change (false/true) commands and only one flying object survive ;) super... simple but effective and make fun ! :D

- but the game will end very quick when aeroplanes hit each other... must laugh :D

Good improvement ! :) have a nice day, see you here... Lionheart

Lionheart008
25-09-2008, 17:56
Voilá messieurs et mesdames:)

=> Four objects flying through space... two hunter, two preyer (but only one does function, ok.) but it was just the idea to include new flying objects into this scene as good example:) for learning tbgl code language;) - many thanks to petr for the ww1concept! :D

- sorry, but no collision detection was included... dear simone, perhaps later will come with new models (according to the new wipeout game...) ;)

best wishes, run to the sun with a 'hovercraft' I will build as soon as possible...

ciao et au revoir, monsieur Lionheart

Lionheart008
25-09-2008, 21:41
:D hi guys!

One important attempt for (me!) to the waste bin;)

- my hovercraft dummy object became too large... after converting into a M15 file it takes a blowing up 1.2 mb size... good to know, that this way is whithout a sense...

- ok... try another one...

good evening, lionheart

ps: have a strange feeling the thinstudio team is sleeping today or needs a 'pause' (break)... ? ;) otherwise the team is hard working... :)

ciao, Lionheart

Michael Hartlef
25-09-2008, 21:46
ps: have a strange feeling the thinstudio team is sleeping today or needs a 'pause' (break)... ? ;) otherwise the team is hard working... :)


Sometimes you have real life things that are important too you know.

Lionheart008
25-09-2008, 21:50
:D

yes michael: I totally agree with you! ... real life with friends or family is very precious and much more important (often) than building senseless models or creating new worlds or games;)

nice evening... ciao, lionheart (full of energy, as I made yesterday my break!) and today a sprinkling good mood ;)

ps: I have not really fun to read a big manual about texture mapping with lightwave... Cinema has disappointed me... ;)

Michael Hartlef
25-09-2008, 22:04
I'm sure Cinema can do the job just fine, like all the other packages as well. It's just about finding the right documents/tutorials and learning the tool.

Lionheart008
26-09-2008, 02:06
good night, dear thinStudio fans:)

but I cannot sleep, so I was creative... "Dummy solcar" can drive, if you like it... not perfect and I can improve it, but for the first try not so bad I think...

=> I have built a little, first 'racing car' as a dummy... It's just too big (570 kByte), but an acceptable race car ;) and somebody who has fun to include as M15 object in our game engine script he/she can use it...

I can reduce Polygon amount, it's just the task of building the primitive, that's totally new for me to reduce Polygons in order to get low-poly-objects for a game! :)

but this is a good example to learn with it...

bye, see you, lionheart (must sleep, but I am satisfied... ) :D

kryton9
26-09-2008, 02:56
Lionheart, here are really nice video tutorials for lightwave, since I see you are using lightwave in the screenshots.

Scroll down to Making UV's video, it is down the page a bit, it covers uv unwrapping nicely.
http://www.newtek.com/lightwave/24hours_training.php

Lionheart008
26-09-2008, 09:01
good morning all, dear kent:)

thank you for the link, I will download it, that helps, I am sure! It's only the new lightwave gui I have to learn and some important tools handling better and fast with polygons...

otherwise:

- would be very nice to get a "cinema OBJ - M15 converter" ;D So I can go the directly way to finishing my models... but it's not just christmas time ! ;(

have a nice day, kent and all thinStudio fans here, Lionheart

Lionheart008
26-09-2008, 11:03
short info:)

dear kent, michael, petr! hi all...

I have found a good OBJ export plugin for cinema 4d, so I can build all my objects and scenes and texture mapping with it... I am very happy !!! ;D

best regards, have a sunshing day, Lionheart, very, very satisfied...

Michael Hartlef
26-09-2008, 11:21
Congrats! Now you can rule the world ;D

Petr Schreiber
26-09-2008, 18:05
Thank you all for examples,

I am sorry for being "sleeping", real life made me busy a bit.


Petr

Lionheart008
01-10-2008, 10:15
good morning, hi all:)
dear petr, michael... other guys here...

1) little question... about image formats, texture maps...

Why it's necessary to build an *.bmp file to the textured object? Why you can't use a *.png format (*.jpg) or other image files? thinbasic and TBGL was programmed in this kind, I am sure, but it's possible to program the thinbasic code in this way to adept it to new image formats?

2) my created low poly objects became very big after converting from OBJ into M15 files... I ask myself why it does happen in this unreasonable way... My cinema or LW file takes for example only a) 50-70 kybte... after exporting and converting it only with a simple color and transparence it increase over b) 212-260 kybte... Don't understand that... perhaps I have to use another 3d app ;)

3) hovercraft dummy objects takes 70 kbyte, after exporting 79 kbyte as OBJ file, then converting it into M15 file the size explode to 212 kybte... why???

nice day, see you, Lionheart
ps: two examples (little landscape example, hovercraft dummy object) as png files I have added

Michael Hartlef
01-10-2008, 10:56
Hi Frank,


) my created low poly objects became very big after converting from OBJ into M15 files... I ask myself why it does happen in this unreasonable way... My cinema or LW file takes for example only a) 50-70 kybte... after exporting and converting it only with a simple color and transparence it increase over b) 212-260 kybte... Don't understand that... perhaps I have to use another 3d app

Sorry Franko, but I explained that to you before. The M15 file format is an ASC (text) file format, so is the OBJ one. The LWO and Cinema's fileformat are binary file formats, and so it is logical that they are much smaller. And the difference from OBJ to M15 is that OBJ stores each vertex just once and M15 store a vertex that is used by n faces, n times. So it is normal that this is bigger. There is nothing wrong with this. And there is no other app that will help you. Unless you write a custom importer like I did with the B3D file format.


Why it's necessary to build an *.bmp file to the textured object? Why you can't use a *.png format (*.jpg) or other image files? thinbasic and TBGL was programmed in this kind, I am sure, but it's possible to program the thinbasic code in this way to adept it to new image formats?

Sure it is possible but till this date and because of compatibility reasons, Petr decided not to build this into TBGL. There are ways around this, like create your own PNG/JPG loader (who wants to use JPGs for a texture? ) and then create a texture in memory and attach it, but till this date only BMP and TGA textures are supported.

Nice models. How many faces does the landscape have? Are these models to be used in the game?

Lionheart008
01-10-2008, 13:08
hi michael,

a)

The M15 file format is an ASC (text) file format, so is the OBJ one. The LWO and Cinema's fileformat are binary file formats, and so it is logical that they are much smaller. And the difference from OBJ to M15 is that OBJ stores each vertex just once and M15 store a vertex that is used by n faces, n times. So it is normal that this is bigger. There is nothing wrong with this.

thanks for good infos about ASC and binary files, I have really forgotten it... stressy times last week... ;)

b)

There are ways around this, like create your own PNG/JPG loader (who wants to use JPGs for a texture? ) and then create a texture in memory and attach it, but till this date only BMP and TGA textures are supported.

ok, I can live with it or my capabilities became more and more so I can write an import plugin or image loader;) - for a race or little objects in a game I can imagine other textures can help also...

c) if I am ready with my dummy objects (landscape and more) I will build a little scene with TBGL and see what happens... moving it;)

see you, have a nice day, here's raining all time long, misto :)

lionheart

Petr Schreiber
01-10-2008, 18:05
Hi Franko,

Mike basically answered the question, just few comments from my side:

M15 too big
It is ASCII format, the biggest "grow" factor is that each polygon definition starts with POLY symbol in the file.
On the other side, M15 has usually very good compression ratios.

0.5MB M15 usually compresses to about 80kB ZIP

Image format support
I want to have TBGL compatible and without dependencies. You can still use GDIPLUS for example to extract RGBA data, and use TBGL_MakeTexture to create new texture.

Once ThinBASIC makes move to be XP only, I will add support for other formats, as GDIPLUS is part of Windows XP.


Petr

Lionheart008
01-10-2008, 22:07
hi all, dear petr, michael and all...

"learning by doing" :) that's the case I am just living... and find the best way for modelling...

- the vertex count of this hovercraft object is too big sized, but it doesn't matter.. I know where I can reduce polygons... ;)


M15 too big
It is ASCII format, the biggest "grow" factor is that each polygon definition starts with POLY symbol in the file.
On the other side, M15 has usually very good compression ratios.

0.5MB M15 usually compresses to about 80kB ZIP

Image format support
I want to have TBGL compatible and without dependencies. You can still use GDIPLUS for example to extract RGBA data, and use TBGL_MakeTexture to create new texture.

- sounds very good, that M15 hast good compression ratios... petr, thank you! :D

- a little example for viewing... my landscape I will finish tomorrow and a new object, then I start with a own little tbgl example... ;) may be a good exercise to create new stuff, I like it...

- the vertexcount of my hovercraft object is too high dimensioned, but looks good;) only the guys they have modelled any 3d objects know perhaps about the difficulties to create "low poly objects"... the usual way is to create "big scenes with big objects" full of interesting stuffs, textures, effects... ;) Now I am learning just the opposite way!

good evening, ciao und servus, Lionheart (Frank)

Petr Schreiber
01-10-2008, 22:23
Hi Frank,

thanks for nice new model, looks like ideal mean of transport for summer trips on lakes :)

One tip to get into low poly modeling faster - do not use spheres and toruses too much, start with simple cube.
You can then extrude it, drag the edges - and voila :)

Lot of "lazy modeling" ( lack of detail caused by need of low polycount ) can be compensated by good texture later.


Petr

Lionheart008
01-10-2008, 22:41
hi petr:)


One tip to get into low poly modeling faster - do not use spheres and toruses too much, start with simple cube.
You can then extrude it, drag the edges - and voila Smiley

yes, quite right, I know that way;), but wanted to know, how to build similar models I have created some weeks ago with cinema (box, sphere, torus)... use often extrude function... but with cinema caused the main problem... I cannot export the "hypernurbs" object with OBJ... (that's really new for me, it's a new task for me to create low poly objects!) so I must perhaps go the way through/with lightwave... that's the fact I see at the moment... the working space of cinema is much more comfortabler than lightwave;) but I am not wiser to find the right way... I can work fast with cinema... but with no use for creating objects for a game... I am sad...

- yes, the texture will balance the right and good looking design for objects... I will see...

ciao, Lionhead:)

Lionheart008
06-10-2008, 15:20
only 4 cent for today... ;)

a new little example for 'bad mines' objects for a mine-field they can cause explosion when hovercrafts (other objects) flying through mine-fields or hit/touch them...

ciao, lionheart

ps: it's just a model, this object cannot explode;) but perhaps it's possible to animate it for the hovercraft ai ;)

pps: add two objects as m15 files:)