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A program

02-02-2007, 03:22 AM#1
Guesst
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.
Attached Files
File type: ziprifleman.zip (3.4 MB)
02-02-2007, 09:12 AM#2
Dan van Ohllus
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
bowzerbro
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
SeruK
Woah, awesome. Will you be able to import other models and all that?
02-12-2007, 02:04 PM#5
Guesst
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
Guesst
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
Nasrudin
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
Dan van Ohllus
Quote:
Originally Posted by Guesst
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.

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
Guesst
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
BlinkBoy
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
Guesst
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
WILL THE ALMIGHTY
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
Av3n
Warmodel.

-Av3n
02-16-2007, 04:06 AM#14
bowzerbro
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
02-16-2007, 04:38 AM#15
Guesst
Quote:
Originally Posted by bowzerbro
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
Yes.
Quote:
- 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)
Yes.
Quote:
- Plug-In support of some kind. Allowing people to add features without having to (if source goes open) release various versions.
Probably not
Quote:
- Preset emitters of various kinds and Enable saving emitters so you can load them on other models.
Probably
Quote:
- Preset bone sets for like; man, dog, woman, snake, bunny/frog, attachment; weapon/helm.
Sounds like a good thing for users to do.
Quote:
- 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.
Hm, maybe in the distant future.
Quote:
- Extract selected faces to geo.
Yes.
Quote:
- 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:
I think this is best left for users to do manually.
Quote:
- 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.
Hm, I think people can just as easily press printscreen.
Quote:
- Name: Changed my mind: Av3n's "Warmodel" sounds way better
That is reasonably, but I think I want to figure something that does not include "War", "Mdx", or "Mdl".
Quote:
- 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.
I don't think anyone has ever run into a layer limit.
Quote:
- Texture merger, merges texture for merged geo sets. Or uses two geo sets of custom choice.
Hrm, maybe
Quote:
.- 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 :) )
It will calculate extents, which is what I assume you mean
Quote:
.- Crash recovery? Not sure how code for that would work but I know there are programs that has it.
Maybe an autosave
Quote:
.- 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.
Hrm, that would be a lot of effort. Maybe.

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.