FC content pack flan's [THREADNAUGHT]

Organized and clear discussion only. Be sure to read sub-forum descriptions.
Forum rules
- All off-topic posts will be removed without notice.
- Poorly written topics/posts will be edited without warning
- Unnecessary topics will be deleted or locked without warning.
- Posts may be moved without warning.
Prototype
Developer
Posts:2968
Joined:Fri Dec 07, 2012 1:25 am
Affiliation:NSCD
IGN:Currently:Small_Bear
Location:Yes
Re: FC content pack flan's

Post by Prototype » Thu Jan 03, 2013 11:11 am

In that case post a picture of the reskin, if its any good (I.e. better than the piles of carp I make) the I might ask you try and make a skin when I finish the model I'm working on (I can teach you how to use techne as a preview for the textures, at least the textures that don't use shapes)
Spoiler:
Image
Mistake Not... wrote: This isn't rocket science, *!
Image

Spoiler:
Image

 ҉ 
Commodore
Commodore
Posts:1574
Joined:Thu Dec 06, 2012 6:50 am
Affiliation:Kzinti Empire
Location:Kzinhome

Re: FC content pack flan's

Post by  ҉  » Thu Jan 03, 2013 1:33 pm

Finished!
Image
Image
Exactly as muddy as the road behind the elementary school.

Last_Jedi_Standing Industries: Making the Forum Sketchier Since 2012
;.'.;'::.;:".":;",,;':",;

(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")

Prototype
Developer
Posts:2968
Joined:Fri Dec 07, 2012 1:25 am
Affiliation:NSCD
IGN:Currently:Small_Bear
Location:Yes

Re: FC content pack flan's

Post by Prototype » Thu Jan 03, 2013 1:41 pm

Looks like my teachers van

And on second thought I am not letting you do a skin, I don't want paedo-planes
Spoiler:
Image
Mistake Not... wrote: This isn't rocket science, *!
Image

Spoiler:
Image

User avatar
hyperlite
Lieutenant
Lieutenant
Posts:360
Joined:Thu Dec 06, 2012 3:46 pm

Re: FC content pack flan's

Post by hyperlite » Thu Jan 03, 2013 7:06 pm

Just in time for SMP...
Spoiler:

blockman42
Lieutenant
Lieutenant
Posts:478
Joined:Thu Dec 06, 2012 8:04 pm
Affiliation:Voxel Co.
IGN:Blockman42
Location:Holocene

Re: FC content pack flan's

Post by blockman42 » Thu Jan 03, 2013 7:26 pm

Last_Jedi_Standing wrote:Finished!
Image
Image
Exactly as muddy as the road behind the elementary school.

Last_Jedi_Standing Industries: Making the Forum Sketchier Since 2012
the fuck jedi

User avatar
Dux_Tell31
Midshipman
Midshipman
Posts:100
Joined:Thu Dec 06, 2012 12:22 pm
Affiliation:Tellrim
IGN:tell31

Re: FC content pack flan's

Post by Dux_Tell31 » Fri Jan 04, 2013 2:55 pm

…Techne dosen't support Macs. :[
"This is Minecraft, sir. We don't make physics, we ruin them." -Fr0stbyte124
"We are made of the elements out in space, in essense we are the universe discovering itself" -Neil Degrasse Tyson

Prototype
Developer
Posts:2968
Joined:Fri Dec 07, 2012 1:25 am
Affiliation:NSCD
IGN:Currently:Small_Bear
Location:Yes

Re: FC content pack flan's

Post by Prototype » Fri Jan 04, 2013 3:23 pm

Dux_Tell31 wrote:…Techne dosen't support Macs. :[
Tech a isn't too good for modelling anyway.
Spoiler:
Image
Mistake Not... wrote: This isn't rocket science, *!
Image

Spoiler:
Image

Chairman_Tiel
Rear Admiral
Rear Admiral
Posts:1890
Joined:Sat Dec 01, 2012 9:39 am
Affiliation:GLORIOUS REPUBLIC

Re: FC content pack flan's

Post by Chairman_Tiel » Fri Jan 04, 2013 11:12 pm

Compared to the original method for adding models to minecraft it's a godsend.
[spoiler]Image[/spoiler]

User avatar
fr0stbyte124
Developer
Posts:727
Joined:Fri Dec 07, 2012 3:39 am
Affiliation:Aye-Aye

Re: FC content pack flan's

Post by fr0stbyte124 » Sat Jan 05, 2013 1:57 am

Just a reminder on this: you'll be able to use blender or any other 3D program if you are interested, not just techne.

Actually, something other than techne would be preferable, since I'm trying to wean the engine off of using displaylists for everything, which are depreciated on OpenGL 3.0 hardware (~DX10).

Chairman_Tiel
Rear Admiral
Rear Admiral
Posts:1890
Joined:Sat Dec 01, 2012 9:39 am
Affiliation:GLORIOUS REPUBLIC

Re: FC content pack flan's

Post by Chairman_Tiel » Sat Jan 05, 2013 2:19 am

So you're saying you'd make it so that .obj files could be imported directly, or am I mistaken?

What would the parameters be for designing a model in, say, 3DS Max? Only blocks, or what?
[spoiler]Image[/spoiler]

Ivan2006
Fleet Admiral
Fleet Admiral
Posts:3021
Joined:Fri Dec 07, 2012 12:10 pm
Affiliation:[redacted]
IGN:Ivan2006
Location:In a universe.
Contact:

Re: FC content pack flan's

Post by Ivan2006 » Sat Jan 05, 2013 4:40 am

could one be enabled to make models using Microstation (giving one has such a programm) for Minecraft then?
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

User avatar
fr0stbyte124
Developer
Posts:727
Joined:Fri Dec 07, 2012 3:39 am
Affiliation:Aye-Aye

Re: FC content pack flan's

Post by fr0stbyte124 » Sat Jan 05, 2013 4:51 am

Tiel wrote:So you're saying you'd make it so that .obj files could be imported directly, or am I mistaken?

What would the parameters be for designing a model in, say, 3DS Max? Only blocks, or what?
.obj files are text based and easy to parse. They contain lists of vertex coordinates, normals, UV coordinates, and face sets which can all go more or less verbatim into buffer objects. We'll probably stick to those.
For the time being, let's stick to doing animations using basic rotations in software, and let's not mess with material definitions just yet.

Let's see, what else... Oh, the shapes don't need to be rectangular, though the Minecraft theme would dictate that nothing has smooth curves. We'll do flat lighting, but I'm not sure how that is set up in a 3D program.
Mostly just give it a try and see if you like it. A tool like Blender should be a lot less restrictive and deliver better results, though it might take some additional effort.
Ivan2006 wrote:could one be enabled to make models using Microstation (giving one has such a programm) for Minecraft then?
If it can export to .obj, then yes.
I've never heard of it, though.

Ivan2006
Fleet Admiral
Fleet Admiral
Posts:3021
Joined:Fri Dec 07, 2012 12:10 pm
Affiliation:[redacted]
IGN:Ivan2006
Location:In a universe.
Contact:

Re: FC content pack flan's

Post by Ivan2006 » Sat Jan 05, 2013 4:56 am

fr0stbyte124 wrote:
Tiel wrote:So you're saying you'd make it so that .obj files could be imported directly, or am I mistaken?

What would the parameters be for designing a model in, say, 3DS Max? Only blocks, or what?
.obj files are text based and easy to parse. They contain lists of vertex coordinates, normals, UV coordinates, and face sets which can all go more or less verbatim into buffer objects. We'll probably stick to those.
For the time being, let's stick to doing animations using basic rotations in software, and let's not mess with material definitions just yet.

Let's see, what else... Oh, the shapes don't need to be rectangular, though the Minecraft theme would dictate that nothing has smooth curves. We'll do flat lighting, but I'm not sure how that is set up in a 3D program.
Mostly just give it a try and see if you like it. A tool like Blender should be a lot less restrictive and deliver better results, though it might take some additional effort.
Ivan2006 wrote:could one be enabled to make models using Microstation (giving one has such a programm) for Minecraft then?
If it can export to .obj, then yes.
I've never heard of it, though.
Y no know MS?
...maybe it´s not that common in europe...
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

User avatar
fr0stbyte124
Developer
Posts:727
Joined:Fri Dec 07, 2012 3:39 am
Affiliation:Aye-Aye

Re: FC content pack flan's

Post by fr0stbyte124 » Sat Jan 05, 2013 5:06 am

I'm American.

After a quick look, Microstation is a professional CAD tool, meaning it is 1) not free, and 2) is going to do a hell of a lot unrelated to modeling. Unless you already own a copy and know how to use it, I can't imagine it would be a good choice to start with.
Before, I recommended Blender because it is both free, and widely used in the game dev community, so there's tons of resources and tutorials to get started. Professional 3D artists tend to use 3D Studio Max or Maya, but there is nothing we are doing here that would necessitate needing industry tools.

Well, that's my 2 cents. At this point, I just want to get an idea of what people might be interested in using. I'm not planning on doing a ton of modeling myself, so whatever you guys want to do, we'll go with.

Prototype
Developer
Posts:2968
Joined:Fri Dec 07, 2012 1:25 am
Affiliation:NSCD
IGN:Currently:Small_Bear
Location:Yes

Re: FC content pack flan's

Post by Prototype » Sat Jan 05, 2013 10:04 am

The only problem with 3d modelling program's is that when you process the model through manus's toolbox and subsequently MCP, it doesn't always turn out how you want it.

That and model files need to use turbomodelthingy, and teche is the only program I know of that allows you to directly export as turbomodelthingy, which is what flans mod uses, and what mans recommends.
Spoiler:
Image
Mistake Not... wrote: This isn't rocket science, *!
Image

Spoiler:
Image

Post Reply