Game Development Community

Bounty offered for model conversion

by Derry Bryson · in Jobs · 09/10/2007 (9:18 pm) · 28 replies

I am offering a bounty of $50US for conversion of the default Kork character model and buggy vehicle model (as included with TGE 1.5.2) to Milkshape 3d format. Models must be completely rigged, include all joints/bones/mount points and animations to work correctly the Torque Game Engine 1.5.2 and must be exportable as dts/dsq files and work correctly with the TGE engine to replace the default files. I must be able to load the files into Milkshape3d and export the files have them work correctly with TGE 1.5.2 to collect the bounty.

As an added bonus, I will make these files available to other TGE owners free of charge as a resource giving credit to the person or person's who do the conversion as well as those who provide the bounty.

The bounty will be paid through paypal or otherwise as can be accomodated. Please email me if paypal does not work for you.

If others wish to add to the bounty, please email me directly so we can coordinate payment.

Regards,

Derry Bryson
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#1
09/10/2007 (11:18 pm)
I will add $200 US dollars to this. That's $250, which is a pittance. I'll give the $50 to Derry for his bounty if it happens. It probably already has. But it will benefit everyone.

It is a mere pittance, knowing the difficulty with such a full conversion of Kork and a wheeled vehicle, but I will add it for MS users sakes.

I will do PayPal as well. And the clincher is that the resources WILL be made available to others. Whoever does it will give me the right to distribute it, free of charge, to TGE users. They will definitely be credited in the export process. I will distribute the models, as will the GG resources pages. I will be a backup to the resource already offered. GG will be the primary resource, as with all resources.

It should include source files, not just DSQ's or DTS's. That's what resources are for.

EDIT:
I just thought that I would note that I have no interest in Milkshape models but I know that MANY do, especially because of the interface and the price. It would be a great boon to the community to have these available like the Max and Lightwave examples. I do not know if Maya examples of such things are available since I do not use Maya.
#2
09/11/2007 (5:17 am)
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#3
09/11/2007 (6:54 am)
I would jump on this too, but i have the same questions as Joseph. Plus the fact that i am a lightwave guy not milkshape (even though i own milkshape).
#4
09/11/2007 (9:10 am)
@David: What is your problem???? Did you even read my post?? Instead of being a dick, why don't you just add your $200 to the bounty and hopefully some other people will jump in too and we'll have enough to interest someone in doing the conversion. I realize $50 isn't much, but the idea was that other people would be interested and chip in as well till we got a respectable amount.
#5
09/11/2007 (10:32 am)
Here's a zip file with a converted Kork in MS3D. I've also included the Python script which can be used to convert any DTS to MS3D format. This is largely in thanks to efforts of the Blender Exporter work.

There's probably some specific fixups and things that are needed, especially for partial blended animations, but hey, it is free :) If you modify the script a little, it should be really easy to get the wheeled vehicle converted, and whatever else...

http://www.prairiegames.com/devstuff/dts_to_ms3d.zip

You'll probably also want the updated Milkshape 3D exporter that supports up to 4 bones per vertex. You can find this on the MMOWorkshop.com downloads page

www.prairiegames.com/devstuff/kork_ms3d.jpg
-PG
#6
09/11/2007 (10:46 am)
WOW! Thanks, this is fantastic.
#7
09/11/2007 (10:52 am)
That mean Prairie Games gets $250 now then? :)
#8
09/11/2007 (10:59 am)
I'd be happy to pay my part if they want to claim the bounty. This should actually be better than what I was asking for.
#9
09/11/2007 (11:12 am)
Do we need the dsq files for this work, or can the animations be extracted from the dts?
#10
09/11/2007 (11:15 am)
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#11
09/11/2007 (3:20 pm)
Well the converter almost works on the buggy (minus animations), but the shocks and axles are missing.

@Joseph Greenawalt: Perhaps the code in your Blender DTS importer would be able to fix this?
#12
09/11/2007 (3:34 pm)
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#13
09/11/2007 (4:00 pm)
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#14
09/11/2007 (5:13 pm)
Very cool!

I wasn't trying to be a dick. I was trying to make sure that the resource did go back to the community since people often ask for it in an affordable format. I was also three sheets to the wind when I posted, so I missed the part about you intending it to go to the community. Sorry about that.

So, $100 to Prairie Games for Kork in Milkshape. And a great resource for the GG community already done by a great community member!

And Joseph's already brought the block guy into Blender and released it as well! A Blender Buggy would be tres cool!
#15
09/11/2007 (6:56 pm)
@David: ah, np, we're on the same page then.
#16
09/11/2007 (7:02 pm)
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#17
09/11/2007 (7:37 pm)
Yeah, when I up nummeshes, I do get more meshes (a complete tire and a pole sticking out the roof), but it's still not right.
#18
09/11/2007 (8:30 pm)
@Joseph Greenawalt: So... what are your plans for your Blender DTS importer when finished?
#19
09/11/2007 (8:43 pm)
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#20
09/11/2007 (9:23 pm)
I thought you would probably respond something like you did. That thread you referenced is quite interesting. Trying to hide things by only releasing DTS files is silly, everyone with the source code to the engine has access to the format and code to parse it. Not to mention code like the DTSPython SDK.

However, I'm certain many people who are not following this thread might become suddenly interested (and pissed off) if you released a DTS importer (even though the basics for an importer have just been released in this thread). So, perhaps, you are right to be cautious.

I'm not married to the Milkshape format. I simply chose that because Milkshape is cheap, there are a number of tutorials available using it with Torque (including those in the Finney book), and it seems simpler to learn than Blender. These objects in Blender format would be quite useful as well.

I do understand that you have probably put considerable effort into your Blender importer, though.
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