View Full Version : SweetPotato Modeller
Ed Kolis
August 13th, 2005, 07:38 PM
Something I've been working on...
http://kolis.dyndns.org/ed/prog/sweetpotato/index.html
It's going to be sort of like DoGA, only no animation, but you will be able to assign multiple colors to a single part... and I think there's a Java-based boolean operations library out there, as well as a .X exporter, so it might even be useful for SE5, if I ever finish it http://forum.shrapnelgames.com/images/smilies/wink.gif
narf poit chez BOOM
August 13th, 2005, 11:42 PM
/me heats up the sweet potato and tosses it to Kolis.
Why? Narf. Narf is a good reason.
Renegade 13
August 14th, 2005, 12:53 AM
But not as good a reason as meat. Meat is better than Narf.
Ed, looks like a good start. http://forum.shrapnelgames.com/images/smilies/happy.gif
Kana
August 14th, 2005, 02:39 AM
Nice...now if it would only export to .X
Kana
Ed Kolis
August 14th, 2005, 11:29 AM
Well, like I said, there's surely an .X exporter for Java3D out there somewhere, and if there is, I intend to use it http://forum.shrapnelgames.com/images/smilies/wink.gif
dogscoff
August 15th, 2005, 12:56 PM
Mmmm... sweet potato.
Take two large sweet potatos. Peel, boil and drain them. Add in a large spoonful of your favourite butter/margarine and the juice and pulp of one lemon. Mash until smooth.
Goes nicely with grilled meat/ fish.
Yum.
Ed Kolis
August 15th, 2005, 06:28 PM
Hmm, my mom likes to bake sweet potatoes like regular potatoes, then top them with margarine, rosemary, and brown sugar...
Ed Kolis
August 17th, 2005, 10:08 PM
New version, same location! Still not very useful as you can't save your work or modify existing objects in the scene, but you can see how things are progressing... http://forum.shrapnelgames.com/images/smilies/wink.gif
Kana
August 18th, 2005, 01:04 AM
Keep up the good fight...I have my fingers crossed, that AT will soon be able to plug in his DOGA made models, and out pops a .X ready for PRIME TIME SEV action...
Kana
Ed Kolis
August 20th, 2005, 03:12 PM
Ack, problem... there doesn't seem to be any exporter written for .X like I thought... guess I'll have to write something to export to .OBJ and use some other program to convert to .X, seeing as I'll never understand the .X format http://forum.shrapnelgames.com/images/smilies/frown.gif
Ed Kolis
August 23rd, 2005, 10:56 PM
SweetPotato is now up to version 0.3.0 - got the .X format figured out; it's not as complicated as I thought! http://forum.shrapnelgames.com/images/smilies/cool.gif
Same download link as before - I love symlinks http://forum.shrapnelgames.com/images/smilies/wink.gif
TurinTurambar
August 26th, 2005, 02:41 AM
I've tried the link several times over the last few days, mate. Seems dead.
/threads/images/Graemlins/Dagger.gif/threads/images/Graemlins/icon42.gif
Ed Kolis
August 26th, 2005, 11:20 AM
Sorry... my Internet connection is rather spotty... I think it has something to do with the fact that I'm using a USB wireless adapter on Linux... http://forum.shrapnelgames.com/images/smilies/frown.gif
Fyron
August 26th, 2005, 01:45 PM
Just find better drivers. http://forum.shrapnelgames.com/images/smilies/wink.gif
Strategia_In_Ultima
September 2nd, 2005, 01:00 PM
And I hereby declare the SweetPotato modeller, just about to slip to Page 2, to be MIA, presumed KIA.
NullAshton
September 2nd, 2005, 01:26 PM
Hey, Ed Kolis is still working on this! He talks about it on the IRC channel. So be quiet http://forum.shrapnelgames.com/images/smilies/tongue.gif
Ed Kolis
September 2nd, 2005, 05:50 PM
Aww... yeah, sort of... but I decided to do something even better, remember - I wrote a DirectX exporter plugin for Art of Illusion http://forum.shrapnelgames.com/images/smilies/wink.gif
Now all I need is some help with the 3D->2D texture baking algorithm for that plugin... http://forum.shrapnelgames.com/images/smilies/tongue.gif
TurinTurambar
September 6th, 2005, 03:52 AM
Yes, but not all of us USE Art of Illusion, so....
Personally, I use gmax, DoGA L3 and Photoshop CS.
~/threads/images/Graemlins/Dagger.gif~
Ed Kolis
September 6th, 2005, 12:49 PM
Well, I could also try to make a plugin which makes the AoI interface more like DoGA... you know, picking parts and textures from a palette http://forum.shrapnelgames.com/images/smilies/wink.gif
TurinTurambar
September 6th, 2005, 02:29 PM
The program looks interesting. I'll download it as-is later today and take a look. Some of the results in the Gallery look really nice.
/threads/images/Graemlins/Dagger.gif
Ed Kolis
September 6th, 2005, 03:01 PM
Yeah... my favorite feature is that it's got the most incredible, powerful texture editor... you can basically plug in any mathematical formulas you want into a bunch of shader blocks which determine the color, emissivity, opacity, bumpiness, etc. of your model's surface, and even tweak those on a per-triangle or per-vertex basis via texture parameters! http://forum.shrapnelgames.com/images/smilies/eek.gif
Which explains why I so desperately want to be able to export AoI models to .X format... currently only the 2D textures will export, but the 3D ones are way better! http://forum.shrapnelgames.com/images/smilies/cool.gif
Another idea I had for a plugin would be one that takes all the objects in the scene, combines them into one via AoI's boolean or CSG operations, and merges the textures as well (since AoI supports only one texture per model, but you can have multiple layers of texture each with its own opacity map, you should be able to "fake" multiple textures http://forum.shrapnelgames.com/images/smilies/wink.gif)
That way you could actually generate a single mesh and a single bitmap file out of some whole complex spaceship model or something built out of dozens of parts - i.e. modelled like in DoGA! http://forum.shrapnelgames.com/images/smilies/laugh.gif
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