| 02-02-2007, 03:22 AM | #1 |
This is a program I have been working on slightly. You can move stuff around. In the future, you will be able to move more stuff around. I attached a video. |
| 02-02-2007, 09:12 AM | #2 |
Sounds very useful, since Oinkerwinkle's Vertex Modifier only moves vertexes per geoset. I'll look forward to this. Keep up the good work! +rep |
| 02-12-2007, 08:15 AM | #3 |
Looking forward to this. :) Looks great, good work ^^ Keep it up Too bad I can't rep you twice :P |
| 02-12-2007, 10:43 AM | #4 |
Woah, awesome. Will you be able to import other models and all that? |
| 02-12-2007, 02:04 PM | #5 |
It doesn't support importing in the sense of dealing with other formats. It opens and saves MDXs and MDLs only. And: I am getting close to being ready to release this. I have plenty of primitives creatable (box, plane, sphere, geosphere, cylinder, tube), and face selection and transform working. I need to finish extrude, add snap, and add complicate edge and it should be workable. The animation tools are still need some work too. |
| 02-15-2007, 02:04 AM | #6 |
Another exciting video. This time it is me making a duck. http://peter.d.reid.googlepages.com/Duck_Save.wmv |
| 02-15-2007, 10:41 AM | #7 |
Maybe I'm too used to the old 3 preview windows, but I don't like the interface. You have to rotate the model to click on the right arrow, or move stuff toward the right way; that's slow and uncomfortable imo. Shortcuts would help greatly. Why don't you finish your other program... that one in java... |
| 02-15-2007, 11:10 AM | #8 | |
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Don't forget UV mapping, if you are going to include it of course. And yes, shortcuts. (ex: W = move, E = rotate, R = scale size, Ctrl+S = Save) |
| 02-15-2007, 02:11 PM | #9 |
There are shortcuts (1, 2, 3, 4 for now) and I will add UV mapping. Nasrudin, I think that you'll find this way a lot easier to use than the old viewport way. The little viewports, at least to me, seem kind of cramped after using the full-screen one, and you get a much better idea of the overall mesh's shape. I think I'll also make it so you can switch to 2d modes (top, left right, bottom, front back), and those will respond to right-click-and-drag to do movements (making it fast like you wanted). I just realized that I'm not using the right mouse button at all. Also: does anyone have a snazzy name for this program? |
| 02-15-2007, 11:17 PM | #10 |
hmm looks interesting, if you are going to add an animator, you may need some functions for interpolating in bezier, hermite and linear. If you want I can give you the ones that I wrote in Jass. Btw, you should add this tools: Mirror: simply multiplies the vertexes by -1 in the axis that you want to mirror, and flips the faces afterwards. Cut: for cutting down the faces. Edge Extrude: self-explinative. oh and for the name, call it: *3D Warcraft *Guess's genius & espectacular 3D Modeller *3DCraft can't think of a good name yet, but anyways, everthing looks good. |
| 02-15-2007, 11:31 PM | #11 |
If you have bezier/hermite quaternion interpolation working, that would be useful. Or code that calculates reasonable tangents based on the surrounding points. I'll definitely add mirror. I have divide edge instead of cut (Cut on triangles is kind of silly) and I don't see edge extrude as being very useful. Maybe I'll do edge extrude. |
| 02-16-2007, 12:15 AM | #12 |
So this is a modelling program? ... Wow. this looks sweet. This looks MUCH better then the vertex modifier. Oh and for the name... MdxCraft/Mdlcraft Mdxmaster/Mdlmaster Warcraft 3d studio (get it? 3ds! Like in 3ds max! Isn,t it wonderful?! :P) |
| 02-16-2007, 03:50 AM | #13 |
Warmodel. -Av3n |
| 02-16-2007, 04:06 AM | #14 |
A short list of ideas. - Detecting vexters that have no faces. Just good for those who want to fix their old buged models that they edited through Vex editor. Removes some notepading - Extracting Grided texture for easier texturing w/ custom coloring for faces making it easier when skinning the extracted texture/map. Making sure it is sized 8/16/32/64 etc (Even though advanced, maybe letting the skinning be done actively too) - Plug-In support of some kind. Allowing people to add features without having to (if source goes open) release various versions. - Preset emitters of various kinds and Enable saving emitters so you can load them on other models. - Preset bone sets for like; man, dog, woman, snake, bunny/frog, attachment; weapon/helm. - Attachment previews. Not like geo merge but will attach a model of choice to the bone chosen. This is to see if model will work properly ingame when attached to that bone. - Extract selected faces to geo. - Fit to geo. Ex. If you put a ball next to another ball and fit them together at two selected faces there will be a nicely formed pillar with properly curved cornered faces. Hmm, picture: ![]() - Icon template maker. Taking a picture from a custom point, extracting pictures at sies 128x128, 64x64 for later editing to easier make a icon for the model. - Name: Changed my mind: Av3n's "Warmodel" sounds way better - Find out how many layers Wc3 engine handles and in what order it wants various types of layers and make warnings of some kind if user makes mistakes. - Texture merger, merges texture for merged geo sets. Or uses two geo sets of custom choice. - Max height limit to prevent disappearing models. (Can't find where I read about this, whoever wrote the tutorial is on this forum though. Will go look and paste link here. Unless you know of this already :) ) - Crash recovery? Not sure how code for that would work but I know there are programs that has it. - Make first release log actions in a file that later is sent as a bug report after crashing. Good idea having this split every once in a while and remove on close if no crashes occur during testing. Okey, I'll stop the stretcher post for now :) Hope atleast one of the ideas inspired you in some way. Keep up the good work ![]() |
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Your post was most useful. Warmodel is the best name so far I think. But something much more random would be catchier. Like Aggero or something. Except probably not that. |
