Some 3do

recreating units
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xpoy
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Some 3do

Post by xpoy » Mon May 04, 2009 3:11 pm

Those stuffs look-well in 3do view,infact this is first time used 3dbuilder,lol.
I think may it help,or the 3dobuilder's gaf is HD?
evola.rar

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zuzuf
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Re: Some 3do

Post by zuzuf » Mon May 04, 2009 4:35 pm

3dobuilder probably doesn't support HD GAFs since this extension of the GAF format has been created for TA3D (also note that its specifications have changed between 0.5.0 and 0.6, this is the reason why 0.5.3 was released so early, to replace the old format before anyone starts using it).

Those models are Evolva models, TA3D already ships several models from the last Evolva pack (their authors let us distribute it with TA3D :) ). They are great, but now with 3DMEditor2 we'll have the possibility to create even more beautiful models :) (ambient occlusion features give very good results :D)
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Re: Some 3do

Post by xpoy » Mon May 04, 2009 7:57 pm

Is 3DMEditor2 includer oversimplified method to made a model's HD?

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Re: Some 3do

Post by zuzuf » Mon May 04, 2009 10:17 pm

3DMEditor2 should be easy to use, but it's not finished yet. Try current version and tell us what's wrong, what's great, what could be improved, ... I am not willing to being the animation part without having any feed back.
Current code should be able to handle very complex models but using such models in game could greatly impact performance with current mesh renderer, however we could use adaptive levels of details, so that close models are rendered with lots of details whereas those which are far are rendered with less polygons.

I added several features that should help taking a model (in any of the supported format), split/merge it into pieces that you can manipulate from scripts. The auto UV mapping features are not yet ready but it already allows having a preview of what the ambient occlusion lightmap maker can do. I could spend more time describing each feature but you'd better try it by yourself.
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xpoy
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Re: Some 3do

Post by xpoy » Tue May 05, 2009 10:00 am

:)
Can you write a model making circuit?
I think it will helpful in familiar with the 3dmeditor2

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Re: Some 3do

Post by zuzuf » Tue May 05, 2009 4:05 pm

Yeah a small howto would be useful, I'll probably write one this week (I am traveling to Paris in train, I'll have 5 hours to do that :p).
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xpoy
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Re: Some 3do

Post by xpoy » Tue May 05, 2009 4:30 pm

Oh no train,i had stay in train 2 day and 1 nights for back home~_~
The howto may not Arouse ppl's curiosity.
Made some step to step note,that will useful in help man Into the state.

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Re: Some 3do

Post by xpoy » Mon May 11, 2009 8:26 pm

http://fc06.deviantart.com/fs37/f/2008/ ... redone.gif
This is a great show.May the model making tutorial can be a series of shots

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Re: Some 3do

Post by milipili » Mon May 11, 2009 8:54 pm

Permission denied :p
Damien Gerard
Ta3d & Yuni Developer

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Re: Some 3do

Post by zuzuf » Mon May 11, 2009 9:36 pm

I've written some docs in the train, but I think there is till lots of things missing to 3DMEditor 2 before even having a real model editor. ok you can create some basic objects, add a few nice advanced effects, but you still cannot edit objects geometry.
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Re: Some 3do

Post by xpoy » Sun Jun 07, 2009 9:55 am

"既没有创建工具,也没法导入什么东西 "

"Couldn't input things."
I didn't make sure that translate turely.

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Re: Some 3do

Post by zuzuf » Sun Jun 07, 2009 11:10 am

You mean you couldn't import a 3DO model in 3DMEditor 2, right ?
Then it's normal 3DO support has not been implemented yet in 3DMEditor 2.
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