Need Problem Models for IGC session..
by Joe Maruschak · in General Discussion · 08/29/2004 (7:11 pm) · 22 replies
Hey all,
this year at the IGC, I am going to be hosting an art session where I will be walking people through the 'fixing' of problem game assets.
I want to prepare in advance, so I am lookng for submissions. If you have a broken shape, I would like to have a look. I use max for most of my work, so max files would be preferred, but if you are having problems with maya shapes, I may be able to use some of them as examples as well.
those that are coming to the IGC will get priority in terms of the choice of shapes I am going to use as examples, so please let me know if you are attending.
You can send me an emai with any files you want me to look here: joe@bravetree.com
things are getting a little nutty around the office, so if I don't get back to you quickly, please try to be understanding. I may not be able to respond personally to every submission.. and I need to choose a few examples for the show. If I do not use your shape, I may not have the time to help fix it before the IGC.
Joe
this year at the IGC, I am going to be hosting an art session where I will be walking people through the 'fixing' of problem game assets.
I want to prepare in advance, so I am lookng for submissions. If you have a broken shape, I would like to have a look. I use max for most of my work, so max files would be preferred, but if you are having problems with maya shapes, I may be able to use some of them as examples as well.
those that are coming to the IGC will get priority in terms of the choice of shapes I am going to use as examples, so please let me know if you are attending.
You can send me an emai with any files you want me to look here: joe@bravetree.com
things are getting a little nutty around the office, so if I don't get back to you quickly, please try to be understanding. I may not be able to respond personally to every submission.. and I need to choose a few examples for the show. If I do not use your shape, I may not have the time to help fix it before the IGC.
Joe
About the author
#2
08/29/2004 (10:44 pm)
I wish it were in this country for starters :)
#3
08/29/2004 (11:20 pm)
One issue that keeps reappearing in the forums is the "player rotates 90 degrees when moving" bip pivot problem. Might be a good one to demonstrate how to fix
#4
Logan
08/30/2004 (6:56 am)
Joe I will dig through my work files and see if I have anything that you can use.Logan
#5
Anyway, I use Lightwave, not 3ds Max. Hope you get something!
08/30/2004 (12:33 pm)
My model causes framerates to drop to around 20 fps when it gets onscreen. I know why it's doing this, but that isn't the fault of a mis-made model, it's due to the exporter I use not support tri-stripping. :)Anyway, I use Lightwave, not 3ds Max. Hope you get something!
#6
So.. please sned me stuff... and feel free to bring anything to the convention with you.
09/12/2004 (7:52 am)
Since I have not recieved any models yet, I am bumping this thread.. I willl expand my serach to include any model is DTS format.. I may not be able to fix the models, but by looking at teh bahavior, I can diagnose most problems by just looking at the DTS or hearing a pretty accurate description of the model.So.. please sned me stuff... and feel free to bring anything to the convention with you.
#8
I'm not sure if I'm on that panel, Jay keeps peppering me on panels as scenery pretty much, but if I am, I can help with map2dif problems with popular level editors since I've run into every possible problem that can ever happen with map2dif, and I even have some solutions to some. ;-)
09/13/2004 (1:35 pm)
Hey JoeI'm not sure if I'm on that panel, Jay keeps peppering me on panels as scenery pretty much, but if I am, I can help with map2dif problems with popular level editors since I've run into every possible problem that can ever happen with map2dif, and I even have some solutions to some. ;-)
#9
That would be really really helpful. I would love the company. I still have not yet received any models. I thought about picking through the forum posts to find good 'examples', but I am feeling the time crunch with what I am currently working on.
Again, if anyone has anything for me to look at, send it my way, post a link here.. something. It is pretty bizarre that all year I get random emails from people for help, and now when I am asking for some problem models to debug, I get no takers.
If anyone has any ideas of what they would like me to cover.. a common problem or question that they want answered.. please post the question here.
09/14/2004 (6:24 am)
Tim,That would be really really helpful. I would love the company. I still have not yet received any models. I thought about picking through the forum posts to find good 'examples', but I am feeling the time crunch with what I am currently working on.
Again, if anyone has anything for me to look at, send it my way, post a link here.. something. It is pretty bizarre that all year I get random emails from people for help, and now when I am asking for some problem models to debug, I get no takers.
If anyone has any ideas of what they would like me to cover.. a common problem or question that they want answered.. please post the question here.
#10
09/14/2004 (7:53 am)
Yeah help Joe out. I always see posts about people having model problems.
#11
1. Adding an animation (not just replacing a sequence)
2. An object that has LOS-Col and regular Col
Your blue guy as an 3DS 4 and Milkshape model and do the things above in both apps.
thanks!!!!
-s
09/18/2004 (9:24 am)
Here are some things I would love to see:1. Adding an animation (not just replacing a sequence)
2. An object that has LOS-Col and regular Col
Your blue guy as an 3DS 4 and Milkshape model and do the things above in both apps.
thanks!!!!
-s
#13
Joe
09/18/2004 (11:18 am)
Actually, the last 2 posts made me think: As a programmer, I would really appreciate something involving the blue guy, milkshape/3DStudio Max, exporting, LOD settings, animation sequences, and any other basic stuff that maybe programmers don't NEED to know but would be nice to know for the workflow etc. Maybe this is already being done or has been done, but I would find it really useful.Joe
#14
Well here is a newbie attempt at making a vehicle. The max file is located at here. Actually this is an art asset that was forwarded to me to use from a generous modeler. My attempt at getting it into the game ran into a snag. The model gets placed at some strange offet that I couldn't figure out with 3dSM. Should be an example of how "not" to do something. Thanks Joe.
Edit: Fixed URL link
09/19/2004 (7:05 am)
@Joe,Well here is a newbie attempt at making a vehicle. The max file is located at here. Actually this is an art asset that was forwarded to me to use from a generous modeler. My attempt at getting it into the game ran into a snag. The model gets placed at some strange offet that I couldn't figure out with 3dSM. Should be an example of how "not" to do something. Thanks Joe.
Edit: Fixed URL link
#15
BTW. Can you suggest a collision mesh for a complex spaceship such as this? Just generally looking for your thoughts. The wings are my main concern as viewed radially along the ship axis. Was wondering how a collision mesh might be best here.
09/19/2004 (7:11 am)
@Joe,BTW. Can you suggest a collision mesh for a complex spaceship such as this? Just generally looking for your thoughts. The wings are my main concern as viewed radially along the ship axis. Was wondering how a collision mesh might be best here.
#16
Thanks! this is the exact sort of thing that I need. I will download it at work tomorrow, and hopefully it will be useful for the session.
Everone else.. I need more. I want at least 3 models to fix. This represents the first actual submission to my request.
If anyone is going to be at the IGC, and you want to bring a model for me to look at there, it would be appreciated. Just give me some warning that you will be bringing one.
09/19/2004 (7:15 am)
W00t!Thanks! this is the exact sort of thing that I need. I will download it at work tomorrow, and hopefully it will be useful for the session.
Everone else.. I need more. I want at least 3 models to fix. This represents the first actual submission to my request.
If anyone is going to be at the IGC, and you want to bring a model for me to look at there, it would be appreciated. Just give me some warning that you will be bringing one.
#17
I'm just trying to export a simple rock shape that has projectile and player collision.
thanks,
-s
09/23/2004 (5:12 pm)
Funny how nobody has posted much!! OK, I will post a link to a file soon, something I had a prob. w/ LAST year :) I'm just trying to export a simple rock shape that has projectile and player collision.
thanks,
-s
#18
09/24/2004 (6:26 am)
Post away.. I have gotten very little. I have a few things, and I can make some stuff up based on old files sent to me, but I really would prefer to have actual 'real world' examples to show off.
#19
Did you get a chance to critique the model I supplied you? Just curious what you may have found.
TIA,
Wendell
11/01/2004 (4:00 pm)
Joe,Did you get a chance to critique the model I supplied you? Just curious what you may have found.
TIA,
Wendell
#20
I did.. sorry I did not reply sooner, been really busy since IGC. First off, the bounding box pivot point is off. When a shape is exported, the transform (pivot point) of the bounding box is used to indicate the center of the 'object'.. this shapes bounds pivot is 61 meters away from the bounding box itself, so it is not coming into the game correctly.
The collision marker, instead of being a dummy, is a box.
The mesh itself exhibits a number of errors, including a few doubled faces and edges, and a few 'spikes' or coplaner polygons.
the bounding box was is not alinged to world space, and this is not a big deal.. but it might give un-expected results. As it is set up now, the nose of the ship is forward.
unless a .cfg file was used to export this, it is likely that the eye and mass nodes would be culled on export and either crash the game, or have these nodes default back to the bounds center (which as noted above, is not near the shape)
The shape is not bad... it just has a bunch of small problems that need to be fixed in order to make it a workable shape.
On the collision shape, I would suggest a shape (one shape) that totally encloses the ship and is shaped like a diamond.
11/02/2004 (4:59 am)
Wendell,I did.. sorry I did not reply sooner, been really busy since IGC. First off, the bounding box pivot point is off. When a shape is exported, the transform (pivot point) of the bounding box is used to indicate the center of the 'object'.. this shapes bounds pivot is 61 meters away from the bounding box itself, so it is not coming into the game correctly.
The collision marker, instead of being a dummy, is a box.
The mesh itself exhibits a number of errors, including a few doubled faces and edges, and a few 'spikes' or coplaner polygons.
the bounding box was is not alinged to world space, and this is not a big deal.. but it might give un-expected results. As it is set up now, the nose of the ship is forward.
unless a .cfg file was used to export this, it is likely that the eye and mass nodes would be culled on export and either crash the game, or have these nodes default back to the bounds center (which as noted above, is not near the shape)
The shape is not bad... it just has a bunch of small problems that need to be fixed in order to make it a workable shape.
On the collision shape, I would suggest a shape (one shape) that totally encloses the ship and is shaped like a diamond.
Torque 3D Owner Tom Feni
:)