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AppGameKit/AppGameKit Studio Showcase / Mesh Extrude Tool V1.9

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fubarpk
Retired Moderator
19
Years of Service
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 7th Jan 2019 07:17 Edited at: 12th Jan 2019 19:17
Mesh Extrude Tool V1.9
This tool will extrude an object from a selected image, you have two types of extrusion normal extrude which
is a voxel style of extrusion the second uses the same method but smooths it and only creates half the boxes
once you have extruded the object it will save the object deleting everything in memory and reload and color
it red to show it worked. I recommend small image sizes (ie 32*32) as the objects can quickly become quite
large but most should still load just be patient if the file is likely to be large. Another thing where there are
black areas (RGB 0,0,0) it will not create a voxel).

or a much older version This is the original version which does allow you to draw within the program that was the path
I was going to take but as you can see the later version above has many improvements


Normal Extrusion using the 128*128 logo but you will need a texturing program to texture it


An Example of a 2d hill kind of ramp using smooth extrusion option

created from and just made wider

An example of twoway extrusion smooth extraction
And
created from

PS:Puzzlers light board gave me the idea and inspiration, i just made it into an object extruder
and had help from puzzler,l chafari and blink to get the saving of the objects to work but here it
is I hope people find it usefull

IT WILL SAVE THE OBJ FILE IN THE SAME DIRECTORY THE FILE MANAGER LOADS THE IMAGE FROM
JUST ADDING .OBJ TO THE NAME
fubar
Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 9th Jan 2019 17:48
Very cool
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
puzzler2018
User Banned
Posted: 9th Jan 2019 20:06
Nice work indeed my good fellow awesome
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 12th Jan 2019 18:25 Edited at: 12th Jan 2019 18:47
Thanks
The smooth extrusion could do with some work. It effectively halves the amount of objects as each pixel from the image represents
a pixel, which makes pixel placement on the image very important so bear that in mind when using

The normal extrusion each pixel represents a block

Quote: "The created objects should really be then taken into your 3D Program ie blender and then in Edit mode remove doubles which in blender
welds the faces together that are close effectively halving the vertex count"

https://www.blender.org/download/

Quote: "I also then take into a texturing program I use lithunwrap which is free select all and create a box Texturemap i find works well. Save the image and
the object and walla you have a texture map for your object"

https://www.unwrap3d.com/u3d/downloads.aspx

PS:Ive put work on this project aside for now, As the only improvements I've been thinking of implementing, I'm not sure how to go about it
Ie texture mapping which would be nice but theres so many free tools out there that do it better
fubar
fubarpk
Retired Moderator
19
Years of Service
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 24th Nov 2019 00:12
I thought ide revisit this code

The main problem is the object size
Depending on setting one pixel from image becomes one box so where there are two verts beside
each other I want to make one

I can take the objects into an older version of blender and effectively join verts within a set distance
which effectively quarters the final object size

what I would like to do is to be able to join the verts in the above code

I think with some vector math determining the distance apart should be easy enough im just not sure
how the best way to go about getting verts close and determining the average and just using the average
any ideas would be great
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 24th Nov 2019 00:52
Im thinking I could make a second mesh memblock
that joins all the texture verts and normals to the averaged vertices
and remove all other verts

Am I thinking about this right?
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk

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