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| Artist Alley Don't dabble with programming? Here is a place for the right side of your brain. |
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#1 | |
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Senior Member
![]() Join Date: Apr 2008
Posts: 393
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Quote:
![]() They are like $35.00 USD to buy the models . You can message the artist about game licensing . Ad birds and make the flags swing dynamically with the wind and you have a excellent demo and it only cost you $10.00 to $35.00 . All the objects are interior. I own a lot of content like that . It is poser and obj model content. Last edited by josh_sg1 : 01-08-2011 at 04:57 PM. |
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#2 |
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Official Beta Tester
![]() Join Date: Jul 2008
Posts: 118
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Daz content is indeed very good for level nuilding. I agree with you that Daz Studio isn't very easy to use and requres a lot of figuring-out.
If you are interested in building cities, have a look at this level that I built with another game engine for which I also have a developer license: http://www.dxstudio.com/forumtopic.a...6-1d8eb5f25aec I would very much like to build this same city with V3D, although the vehicle models are all in .X format, so it's very important for me that V3D introduces support for this format in the near future. BTW, how did you manage to upload such large pictures directly here? I continuously got a 'V3D database error' message when I was trying to upload my screenshots. |
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#3 | |
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Senior Member
![]() Join Date: Apr 2008
Posts: 393
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So spice up the scene , you have any of the high end sci fi buildings? I have them. Not all of them. Do not know if we can contribute these with the licensing available . Anyway I can work on the .X. I can work on that .X converting . I had to work with .X format on another game engine and it sucks. There is a way to convert .X models to a .3ds format . The animations do not convert. The buildings are not animated so that can work. I do not even know if the texture converts. I can try and figure that out so we can get that working and explain how to do it . The pictures I copy the link to the picture and paste it using the picture link tab on the Advanced Post Editor. Direct .X Format To 3ds Max Format . You can use Milk Shape 3d to import Direct .X files . If I can find a way to import bones and animation I can post it. I have like 500 animated FPS files from another game engine in .X with hands and bones and everything. Would be nice just to edit around v3d with all of it. FPS Creator has amazing FPS content. You can buy a animated weapons pack with all sounds and 3d models needed to design a fps game like CS Source. The sounds suck. People of forums say to work with True Space 3d to import .X files . So there is Milk Shape 3d True Space 3d PolyTrans - Best method but costs money unless your into trials etc. Direct .X SDK - only converts .X to 3ds Polytrans This import converter reads in ASCII and binary DirectX (.x) formatted files. Mesh data (with vertex normals, vertex uv texture coordinates and vertex colors), materials, texture references, hierarchy and object animation are all imported. In addition, vertex weights used for mesh/skeleton deformation skinning are imported and can be played back or re-exported via PolyTrans. I can buy that. All the formats it can import are here. http://www.okino.com/conv/filefrmt_3dimport.htm Last edited by josh_sg1 : 01-10-2011 at 11:30 AM. |
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#4 |
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Official Beta Tester
![]() Join Date: Jul 2008
Posts: 118
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Thanks josh for the comments.
Actually my preferred format conversion tool is 'Ultimate Unwrap 3D' (http://www.unwrap3d.com/u3d/index.aspx). It does a very good job at that. But I believe that the X, as well as FBX formats should be natively supported by V3D. This is in fact mentioned in the statement of goals(http://www.visual3d.net/) I think once a production quality V3D is released we can start working on some community projects. I am very open to that. I do have 4 sets of Dystopia blocks: 2 free sets, and 2 others that I bought from Daz web site. I do also have many other Daz contents that I purchased during the last couple of years. On a side-note, the DX Studio game engine, with which I designed the city, probably doesn't have all the bells and whistles that V3D has, especially when it comes to rendering capabilities and particle system (V3D's particle system is superb, but I hope they will still improve on it). But where DX Studio shines, is its extremely well-thought, super-robust, super bug-free editor. It has extremely well-polished editing tools. In particular its alignment tools, although quite simple, give you all the necessary features to very accurately and seamlessly align 3D objects to each other without having to use any 2D views from top, left, right or such. As a comparison, I tried to align the same blocks in a demo version of Esperient (http://www.esperient.com) and it turned-out to be very difficult, nearly impossible. I admit that I have not used V3D's editor a lot yet, but I hope that it is (or will be) as easy to use, as bug-free and as well-thought as DX Studio's. Last edited by dr_bernie : 01-12-2011 at 05:45 AM. Reason: Wording |
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#5 |
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Visual3D Lead Developer
![]() Join Date: Feb 2008
Posts: 2,077
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Visual3D Beta7 does support FBX format, and offers even better support for COLLADA (DAE) than ever before. Most modeling programs provide for one or both of these export formats. Right now, COLLADA is our best supported format (DAE extension), even surpassing our support for OGRE .mesh formats in many ways now.
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#6 | |
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Official Beta Tester
![]() Join Date: Jul 2008
Posts: 118
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Native support for .X is necessary if the engine is to support Micrsosoft technologies (which is V3D's case). Native support for BVH motion files is a huge plus. For other formats I don't think native support is that necessary. An alternate solution would be a plugin for a file format conversion tool such as polytrans (http://www.okino.com) or Ultimate Unwrap 3D (http://www.unwrap3d.com). BTW Ultimate Unwrap 3D Pro already has a .mesh plugin for Ogre. I did not test it with V3D, but it means that designing a plugin to interface Ultimate Unwrap 3D to V3D shouldn't be that hard. |
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#7 |
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Visual3D Lead Developer
![]() Join Date: Feb 2008
Posts: 2,077
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Excellent ideas dr_bernie. We also do support OBJ formats for Beta7, but not sure about .X. Right now, we don't have support for FBX animation, but plan to add this support in the future. I agree with your assessments.
Processing raw BVH would be nice too. MOCAP is a rapidly growing trend, and we want to be on board by making it especially easy to work with this data directly. In fact, we are currently working with a client who requires us to work with MOCAP data directly, and so we're making headway along these lines right now. |
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#8 |
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Official Beta Tester
![]() Join Date: Jul 2008
Posts: 118
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