So, here's the deal with how I can help with modeling buildings and maybe units if necessary, and how I can't.
I can model the things just fine; however, due to a problem with my graphics card and Blender, I can't texture them.
I'd also need to find a decent converter for .blend to whatever format the project is currently using.
I'm interested in helping out, though, so feel free to ask if you need my contribution.
King Warg
Posted: 11 Apr 2013 05:50 am
u mad bro?
I know there are exporter plugins for 3ds max 8, 9, and milkshape 3D, I dont remember seeing one for Blender
freelure
Posted: 11 Apr 2013 09:43 am
What file format is it, again? I might be able to find a converter, or just an open source program that can save in a more easily convertible format, like Wings 3D.
King Warg
Posted: 12 Apr 2013 12:46 pm
u mad bro?
animated models are .tva (truevision3d actor) and static models are .tvm (truevision3d mesh)
freelure
Posted: 12 Apr 2013 03:45 pm
Hmm... Wings 3D can save meshes as .3ds, so I would normally be fine, except the only place where the converter for .3ds to .tvm can be found is on the TrueVision forums, which are now dead along with the entire TrueVision network.
So, unless you have a copy of the converter, I can't do much, unfortunately.
I keep all the tv3d stuff on a second hdd with the the game solution.
freelure
Posted: 12 Apr 2013 09:18 pm
I threw together a test model to try out the converter, but the converter doesn't seem to be outputting anything, despite me choosing an output folder and it claiming "Conversion Complete."
Here's the mesh, if you want to see if it works for you:
http://www.mediafire.com/?ebmxuf5613hg0vc
King Warg
Posted: 12 Apr 2013 11:36 pm
u mad bro?
no trouble using the milkshape 3d exporter.
freelure
Posted: 13 Apr 2013 02:24 pm
That's good. So, basically, if I want to help, I can send you .obj mesh files and you can convert and use them, right? Are you okay with that?
That's assuming that you still need or want me to help out, of course.
King Warg
Posted: 14 Apr 2013 06:24 pm
u mad bro?
the only problem is the lack of textures, sometimes making a good texture takes as much time as making the model >_>
freelure
Posted: 14 Apr 2013 07:24 pm
Well, I can make textures. The only problem is that I can't map them to the models. As long as I have a reference point for what you want in regards to what they look like, I should be fine.
On a side note, I'll look into using Wings 3D to map textures instead of Blender to get around the graphics card issues.
freelure
Posted: 14 Apr 2013 09:47 pm
Okay... so, I got around the Blender texture issues and made a quick test model. See if you can convert this into a format that works for TrueVision3D:
http://www.mediafire.com/?rxfy2jzba7y4gc4
King Warg
Posted: 15 Apr 2013 05:33 am
u mad bro?
I forgot to mention that the building construction phases are individual mesh groups in the same model file.
freelure
Posted: 15 Apr 2013 01:42 pm
There are actually a few things I would need to know more about before working on building models.
-Are you planning to keep the current building textures and models for the Blue tribe or should I make new ones? If you're keeping them, then I'm assuming that Blue's buildings will form a base for the other tribe's buildings, like they did in TB.
-How many building stages are needed for each building? In TB, building stages were dynamic so that the constant file could be edited without causing issues, and simply consisted of changing a different percentage of the model's faces to the "frame" texture. I'm assuming that that's not the case here.
-Do you only need models for buildings? I can do models for other elements, but I would like to know.
-Do you actually need help with this or should I help with level design, because I can do that just as well or better than modeling. Of course, I would need to know how TC level files are different from TB ones first.
King Warg
Posted: 16 Apr 2013 11:09 pm
u mad bro?
we will keep the current building set of the blue tribe. building stages are pretty similar to pop3, simpler buildings usually have 2 or 3 building stage groups while something complex like the mage training hut or temple have 4 or 5
freelure
Posted: 18 Apr 2013 01:45 pm
Got it. I do have one small problem, though. In TB, the other tribe buildings were minor mesh edits and re-textures of Blue's buildings. If I were to work on TC buildings, I would want to do something similar.
I don't have the Blue building files, though, and even if I did, they're not in a format that I can work with. (Which would be preferably .3ds or .obj.)
Is there any way that I can get .3ds versions of the Blue building meshes and textures so that I have something to base my work off of, or is that out of the question?
Also, I noticed that you didn't post a job posting for a building modeler in the job forum. Does that mean that you don't need one after all?
King Warg
Posted: 21 Apr 2013 06:00 pm
u mad bro?
all this model conversion.. it's starting to sound like a hassle really.. I can handle the building meshes if you would rather work in the level design.
freelure
Posted: 21 Apr 2013 08:19 pm
Quote:
all this model conversion.. it's starting to sound like a hassle really.. I can handle the building meshes if you would rather work in the level design.
Yeah, to be honest, I'd rather work on level designs. I really don't have the necessary tools to model for this project, anyway.
I would offer to do play-testing, too, but I'm running a 64-bit Windows system, so I can't.
Thanks!
King Warg
Posted: 21 Apr 2013 11:10 pm
u mad bro?
If the game don't run then chances are the level editor won't either.
At some point I guess i'll have to 'acquire' a 64-bit version of windows to figure out what 64-bit dlls are being mistakenly loaded where 32-bit ones should be loaded.
alphawarrior
Posted: 09 Feb 2014 06:33 pm
Regarding modeling, I suggest you create a special mesh flag that blends that particular mesh in the model to the color of the tribe. Then, in the render callback, check for that mesh flag and use a render switch to color that mesh to the tribe color. Like the roofs of buildings.