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DarkBASIC Discussion / HOW DO I MAKE MY OWN 3D MODELS! (.X FILES) [I AM NEW AT THIS!!!!!]

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HOW DO I MAKE MY OWN CUSTOM MO
22
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Joined: 23rd Apr 2003
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Posted: 24th Apr 2003 07:11
Hello I am the Trooper001. I am brand new at this program so I need help! Can anyone please tell me how to make my own 3d files to use in my own custom game. I wanna take my own pictures and make them into 3d models. Is there a program in dark basic or is there a program I must download. This is really important to me so I really need help! I will be so grateful if someone could answer this question for me! I wanna make .3ds files and .x files.
Mr Underhill
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Joined: 23rd Apr 2003
Location: The Forgotten Worlds...
Posted: 24th Apr 2003 08:44 Edited at: 24th Apr 2003 08:46
OK,OK,OK, calm down... first of all, what kind of models are you planning to make?:

People: Can't offer much help...Anim8or is a good free choice, but if you're using textures, you'll need something like LithUnwrap to re-texture it. (Sorry if I went over your head :-s .)

Animals: See "People".

Machines and other inanimate objects: Easy, DOGA-L1 is my favorite modeller. You can paint your stuff later with 3D Canvas. Both have free, full versions on the DB Disc.

Glad to be of any help.
Oh, and welcome aboard!
Underhill

"not all that is gold does not glitter, not all those who wander are lost, not all that is old does not whither, deep roots are not reached by the frost..." - Aragorn (Strider)
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 24th Apr 2003 12:02 Edited at: 24th Apr 2003 12:04
3D models from photos? Like Underhill says...calm down!!!

You have 2 big tasks - learning DB and learning modelling, the latter is gonna slow you down in a big way.

Fantastic 3D models are no good to you unless you have a purpose for them. I would suggest you get to know DB using primitive shapes, or possibly pre-built models - there's a handful from the tutorials for you to use.

Once you're in need of models to take your application to the next level (that is, you've got an idea, mapped it out, and done the guts of the programming using placeholders for the real models), you've still got a long way to go.

I would recommend the "Proof of Concept" approach. That is, prove your idea is worth doing, and do it using prebuilt models.

I don't want to put you off, DB is fantastic, and seeing your own models come to life is even better. But you've a long way to go. There are thousands of free models to use on the net, at places such as 3dcafe.com.

As far as making models from photos is concerned, consider this...Games programming hangs on rendering speed (in most cases). A 3D rendering app will take minutes to render one frame, you're gong to want to render real-time at least 25 frames a second - 1500 frames a minute! Models need to have a low poly count and texture resolution needs to conform to the specifications of the 3D card (they need to be able to be cached to the card's memory). I think you need to set your sites a little lower.

Like I say, this may be a reality check, but don't let it put you off. Have a look at some of the screen shots in the forum, people are doing some awesome stuff (check out the circus and the galleon shots!)

Good Luck!!

Thanks in advance.
All the Best,
StevieVee
HOW DO I MAKE MY OWN CUSTOM MO
22
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Joined: 23rd Apr 2003
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Posted: 24th Apr 2003 19:46
Well I want to do many things. I will list them off!
1. First I want to be able to take a series of bitmap images and make them into a 3d modle to use. I want it to be able to move and stuff.
2. When I learn to do that I want to be able to make a blank 3d model with no texture and be able to take diff textures and paste them on to this one model! I think this idea would work doo when deling with a town. You can have about 6 base models and just paste on different textures to make them all look unique and different. (I am making an RPG so this is very important to me!)
I also have one more question. If you have ever played a game like final fantasy 7-10 you know that when you reach the end of a screen it takes you to the next one. Wel how do you exactly do this. I cannot grasp how this is accomplished. Please if anyone has an idea please share it.
I am sorry if I seem to have come on a littel impatient but this is really exiting to me and I wanna learn as much as I can. I wanna really do this and I am serious. It is me and a whole bunch of friends making this RPG and I am the Cheif of Productions(basically the leader of the whole operation!) I need to know everything by heart, make the desisions, create the story, you name it I do it! So I am asking others for their opinion and hopefuly will comne up with a good smooth way to create this game!

Thank you all for helping me!
I will be asking many questions in the future so beter get to know me! lol!

Trooper001

andrew11
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Joined: 23rd Feb 2003
Location: United States
Posted: 24th Apr 2003 19:56
First of all, you need to learn how to program. If you try to make a huge RPG right at the start, you will fail. RPG's take many months, even years to make. Start with a simple game like pong.

As for the models, I use wings3d. You can get it at:
[href]www.wings3d.com[/href]

For textures, us UVMapper or Lithunwrap to make textures and apply them in DB.

All programmers are playwrights and all computers are lousy actors." -Anon.
Hamish McHaggis
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 24th Apr 2003 21:05
I'm really sorry, but you can't just jump straight in to making a massive game without having any programming or modeling experience whatsoever. As Andrew said, learn everything first, make small programs and games, and it won't be too long before you can make a bigger, serious game (probably about 1 year, that may seem a long time, but believe me one year can go like that sometimes).

Programming and modelling are both really fun, even when just mucking around so don't be disheartened by the fact that it will take a while, but that is the case with most things.

Maybe for the time you could think about your rpg to keep that idea going, plan it and make adjustments to the ideas as you learn more about programming and modelling and don't give up.

Best of luck for the future

Hamish

Why the hell'd you ask me for crying out loud!?!

Athelon XP 1400 Plus - Nvidia Geforce MX400 - 256mb RAM
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 25th Apr 2003 00:21
Can I make one (or two...yes, definitely two) more suggestions...

Do simple really simple stuff, like moving the camera, following an object, creating a matrix and following the profile of the land with a cube and the camera...

Once you've done some of the basic stuff, you'll have even more questions, but at least they will be focused questions.

I don't know if you've programmed before, but even if you have, try and write functions, and get to grips with the way you need to use arrays and get around the limitations on variable scope. Once you understand how the DB engine ticks, you will have a better understanding of how to build Final Fantasy 11!!

Thanks in advance.
All the Best,
StevieVee
mhack
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Joined: 24th Apr 2003
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Posted: 25th Apr 2003 00:42
Yeah, I could recomend just reading and executing tutorials in the help system, very well writen..
I got basic stuff in about 45 minutes (I'm a programmer) but I think even a person with light knowledge of computers can learn reading them..

Very nice work DB team!

Jonny_S
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Joined: 10th Oct 2002
Location: United Kingdom
Posted: 25th Apr 2003 00:55
Yeh dont do what i did (well I didnt expect to make final fantasy 11 or a massive RPG)but I did try and make a full game straight away, the best thing to do is to take yor time and firstly not plan to make a game but build up the knowledge you would need to make a game, or do what I did and know alot less than i should.

CURRENT PROJECT - FIGHT OF THE CENTURY VIST
http://www.freewebz.com/supermonkeysmansion
Danmatsuma
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Joined: 2nd Mar 2003
Location: Australia
Posted: 25th Apr 2003 02:28
You can do anything you want, the above suggestions are all good, but there are no real rules.
If you're already in this up to your neck, I'd suggest the best thing for you as project manager to do would be to break the thing down into the smallest possible parts you can.

Get your story, characters and other game elements worked out on paper.
Get your artist to come up with concept art based on that.
think about how your scoring/hitpoints etc is going to work.

Draw a flowchart of what's to happen in the program from start to finish, then work on learning how to do the code to accomplish each 'block' in the flowchart, or even better delegate tasks to your team based on this flowchart.

Most importantly for you, come up with a method of using functions/includes and a naming convention for your arrays/variables and filenames/directories so that you can coordinate the efforts of everyone involved without massive rewriting. Once you've got this together, you can get your modellers/artists/animators to work, knowing how the animations should be structured so you can use one or two simple functions to animate them all.

If you and your team stay focused on this for a year or so, you might come up with something nice despite your lack of experience now, provided there's some talent in your team, enthusiasm alone is just not enough, try and make all that energy last, you'll need it

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
koolaid
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Joined: 26th Jan 2003
Location: Cyberspace
Posted: 25th Apr 2003 08:44
like the others said you cant just jump into making a game its serious stuff even at this level(db) you need to know how everything works.im still in the learning stage i pick up things as i go ive learned alot just by asking the people here on this forum whos been very helpful to me let me say ive been stuck on alot of stuff and people told me what to do.before you anything get stuff written down what kind of game is it,the main story which effects everything else,make a layout decide what kind of enemies,players,weapons,items,menus,screens,write ideas and draw pictures.it is best if you experiment with the 3d objects already there know how they work,x models 3ds models,theres many differnt modeling programs,learning how to model may well be easier for others if you have a natural talent for art.ive just wondered on to making my own models since there will be stuff needed that isnt always right or not avaliable,well really i have to do something so have to cut it short but anyone here can give you advice read on stuff first.
Rogue_1982
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Posted: 28th Apr 2003 04:14
www.anim8or.com

it's a freeware modeler.
it's capible to export to .3ds files and .x files

LREM 8888
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Joined: 15th Mar 2003
Location: United Kingdom
Posted: 30th Apr 2003 21:40
I like 3DS Max 4.2. Expensive but good. Very good.

If none seem to suit you, try making your own!
(It's amazing what a few preset shapes and your own file format can do...)

If you do make your own and you're using shapes don't use squares always use triangles.

An orange can't be a tomato but a tomato can be orange...

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