Author Topic: What do you use?  (Read 1956 times)

Offline Classicus

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What do you use?
« on: February 01, 2013, 01:12:52 PM »
Those of you left out there who make components using a 3D modeller, what do you use assuming you're not using 3DS Max? If I can get a process that is fairly efficient depending on the modeller I am using I am going to start making custom components regularly. I would be happy to set up a component workshop thread and take requests. Any help? (Imagine the bots I could put out with the ability to make components).  :gunz:  Any help anyone can give me towards this end is appreciated.

Offline Mr. AS

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Re: What do you use?
« Reply #1 on: February 01, 2013, 01:37:41 PM »
back when people still made components, alot of people used regular ole notepad combined with a .gmf decompiler/compiler. pretty sure theres a tutorial on the beetlebros website
How you make Alarm Clock Pizza is:
Step 1: You buy an alarm clock from the store, and then you have to break it and put it in the sauce.
Step 2: Fold the sauce in 5 slices and put it in the dough.
Step 3: Paint the eggs with a pitcher of a clock showing what time you want to wake up and eat pizza for breakfast.
Step 4: Put the eggs in the dough.
Step 5: Make it flat into a round shape and draw the time you want on it.
Step 6: Put some old steel to prevent other peple from stealing it.
Step 7: Make it flat and cut into 60 slices 1 for each minute in 1 our.
Step 8: Put in the oven set the timer to 30048813.2884 seconds and put the temperature on 'Volcano' setting.
Step 9: If you think it is take to long, then get yor alarm clock and set it to now so that it will ring and you can take it out.
Step 10: Take it out uv the uvin wen it is redy and go to bed. In the morning eat pizza and also eat yor hands bi mistake.

Offline Classicus

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Re: What do you use?
« Reply #2 on: February 01, 2013, 01:53:29 PM »
Yeah I know about the beetlebros tutorials I've used them myself but I would like to be able to use a 3D editor - more efficient, etc. Sure it can be done just a matter of knowledge.

Offline Jamin

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Re: What do you use?
« Reply #3 on: February 01, 2013, 01:54:22 PM »
Pretty sure the only thing that works is an outdated copy of 3DSMax. It is also recommended you use a more advanced text editor (such as Notepad++) when it comes to the programming aspect of component making.

Offline Classicus

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Re: What do you use?
« Reply #4 on: February 01, 2013, 02:03:31 PM »
I use Notepad++ for most things. I read somewhere that 3D Studio Max version 4.2 doesn't work later than XP is that true? Doesn't matter anyway because I can't get hold of it (my .torrent days are long gone). It must be possible using blender. I'm starting to get the hang of it very slowly - the UI is an abomination but making progress.

Offline Trovaner

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Re: What do you use?
« Reply #5 on: February 01, 2013, 07:37:39 PM »
Blender doesn't have a export script yet so, unless you want to make one, you are limited to 3DS Max.

There is a good tutorial on the wiki that explains how to make components in 3DS Max (any version).

Offline Classicus

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Re: What do you use?
« Reply #6 on: February 02, 2013, 05:03:44 AM »
OK next time I get $3000 I'll consider it  :laughing . Any less extortionate software that works with this? There must be something else.

Offline Classicus

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Re: What do you use?
« Reply #7 on: February 02, 2013, 07:33:14 AM »
Is there a freeware program that lets you input vertex coordinates xyz into a 3D environment so you can just tweak the positions and see a new shape? If that was possible you could just copy the vertex coordinates back into the .gmf and reshape something rather easily.

Offline Trovaner

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Re: What do you use?
« Reply #8 on: February 02, 2013, 01:08:16 PM »
Besides 3DS Max, there aren't any CAD programs with export scripts for RA2.

If you don't mind the extra work, you can export a file into the ASE format and do the conversions manually (minimal effort). Blender has an ASE export script but you would have to use an older version of the editor if you want to use it.

Offline Classicus

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Re: What do you use?
« Reply #9 on: February 02, 2013, 01:14:20 PM »
I'll look into it, some way off doing the export/compatibility stuff yet, I need to get to grips with Blender first which might take a while. I can manipulate the .gmf files now pretty well so I will be making a few limited custom components as I build new stuff. Thanks for the help.

Offline Classicus

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Re: What do you use?
« Reply #10 on: February 02, 2013, 07:58:52 PM »
Hey, I asked a question in the Blender forum, got this response: 'If you know the file format which your game uses, you could change it to https://en.wikipedia.org/wiki/PLY_%28file_format%29 to import in blender.
Export model in ASCI version of ply and convert back to one your game uses.'

Can this work with RA2/gmf?

Offline JoeBlo

Re: What do you use?
« Reply #11 on: February 02, 2013, 08:41:23 PM »
Worth noting that you should learn and get confortable with notepad building first..


Even 3DSM isnt just a free for all component generator and I even found myself finishing off components in notepad


Walk before you run  ;)

Offline Trovaner

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Re: What do you use?
« Reply #12 on: February 03, 2013, 12:13:16 AM »
Worth noting that you should learn and get confortable with notepad building first..


Even 3DSM isnt just a free for all component generator and I even found myself finishing off components in notepad


Walk before you run  ;)
QFT

Hey, I asked a question in the Blender forum, got this response: 'If you know the file format which your game uses, you could change it to https://en.wikipedia.org/wiki/PLY_%28file_format%29 to import in blender.
Export model in ASCI version of ply and convert back to one your game uses.'

Can this work with RA2/gmf?
I suppose you could do this but I don't see why you would want to. Why write a program to convert to the PLY format when you can write a plugin to make Blender capable of reading GMF files? Either way, you would be writing two scripts (one for importing and one for exporting).