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#1 Beetle

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Posted 22 April 2005 - 05:57 AM

Hi
Iím currently working on baseview. Since itís getting more complex every week I think that we can start to introduce more facilities to our latest SVN version of Xenocide. IMHO we could add even not completed version of objects (even without texture) into SVN. Doing like this artist can check how their work looks in game (which help in work and is somehow motivating). I can make a page on wiki with all uploaded facilities meshes/texture names, version, authors and notes. I will also provide needed version of compiled Xenocide if current public release version will be outdated.

What do you think?? ??

Greetings,
Beetle
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#2 Vaaish

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Posted 22 April 2005 - 06:55 AM

Hi
  Iím currently working on baseview. Since itís getting more complex every week I think that we can start to introduce more facilities to our latest SVN version of Xenocide.  IMHO we could add even not completed version of objects (even without texture) into SVN. Doing like this artist can check how their work looks in game (which help in work and is somehow motivating). I can make a page on wiki with all uploaded facilities meshes/texture names, version, authors and notes. I will also provide needed version of compiled Xenocide if current public release version will be outdated.

What do you think?? ??

Greetings,
Beetle

<{POST_SNAPBACK}>



I can send you obj files of all the base facilities tonight, we just don't thave them textured.

#3 Beetle

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Posted 22 April 2005 - 01:21 PM

Wow, i didn't know that you have already all of them :).
If Red Knight will agree i will upload then to SVN and connect into code :D

Greetings,
Beetle
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#4 red knight

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Posted 22 April 2005 - 01:47 PM

Go on, export a bunch of them to test.

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

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#5 Vaaish

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Posted 22 April 2005 - 03:06 PM

ok attached is a zip file that should have all the buildings in obj format. (if not all thn most, and I have the rest in maya)

Attached Files



#6 Beetle

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Posted 22 April 2005 - 03:11 PM

Maya is also good :) , but i will add this ones first :)

Beetle
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#7 red knight

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Posted 22 April 2005 - 05:11 PM

Dont forget to let me know so I can check it out from the SVN server ;)... I guess that you didnt forgot to add the integration task to the issue tracker :Poke: .

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

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Pookie cover me, I am going in.

#8 Beetle

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Posted 24 April 2005 - 04:48 AM

Hi


When i open barracks facility in maya, everything is textured, but objects are connected into one big object with "initial shader" as major material. Then ogre exporter thinks that it's right material and use only it for whole mesh. In ogre there could be only one material per mesh (however it can have mulitiple textures). (correct if i'm wrong). Can you help me and say how can i split that biug mesh into objects with they own materials? (i was fighting with maya for several hours yesterday, first with compiling exporter for 6.0 version (and when i did it, someone uploaded it into ogre website just few minutes after) and after that with that materials :Brickwall: :Brickwall:

Greetings,
Beetle

P.S. Do you know that there is "find menu" option in maya menu ROTFL LOL LOL :laugh:
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#9 Vaaish

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Posted 24 April 2005 - 08:36 AM

IIRC under polygons there is a split option that should break the model back into the original pieces, however if you are opening the objects in maya I might as well just send you the original maya files, they aren't textured but they are grouped right.

#10 Beetle

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Posted 24 April 2005 - 09:00 AM

If you send me maya version i will be very thankful :)

Greetings,
Beetle

P.S. Is there somewhere plugin to convert .max files into maya?
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#11 Vaaish

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Posted 24 April 2005 - 11:55 AM

Beetle: here are the original MAYA versions. when you get into them there is a hidden(usually) "cap" or roof that you might have to delete. Also some folders have multiple modules in them (radar, shields) And usually the higher number is the latest version (barracks2.mb)

about max to maya: no way other than exporting as 3ds or obj and importing to maya.

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#12 Beetle

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Posted 24 April 2005 - 01:55 PM

Thanks
I already started to work on it. (never thought that converting objects is so laborious)

Beetle
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