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3 Dimensional Chat / Can I use Poser to create my objects for DBC?

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Coder
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Posted: 5th Oct 2003 23:26
I am playing around with the idea of using Poser to create my 3D characters in DBC. Is this possible? And if so, how?

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Pincho Paxton
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Posted: 5th Oct 2003 23:54
It's very difficult, plus the models are quite high poly. It would be a full time project just to get the animation exporter to work in DB. Someone did start exporting these animations to DB, he was called Tiger on RGT, but I don't think he finished the project. You would be better advised to forget the idea, and make models from scratch.
Coder
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Posted: 6th Oct 2003 01:04
Okay, thanks for the information.

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Richard Davey
Retired Moderator
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Posted: 6th Oct 2003 01:33
Forget it if you want them animated, but for static models you can export the Poser models into Wavefront .OBJ files which can be converted into .X files for use in DB.

Cheers,

Rich

The sky above the port was the colour of television, tuned to a dead channel.
Your brain's just like any other appliance: it works better if you plug it in...
Fallen
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Location: Portugal
Posted: 6th Oct 2003 05:42
a poser model as more than 35000 polys..the game character that I'm making for my DPB project as 2000 and even so the game is a bit slow.. and I have a radeon 9700.. so for DBC I think it would be best that your character dont habe more than 1000-1500 polys..



--Project Fantasy-- WebsitE SooN
Coder
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Posted: 6th Oct 2003 15:15
Thank you all. I may just use Poser for 2D Sprites then.

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Digital Awakening
AGK Developer
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Location: Sweden
Posted: 6th Oct 2003 17:09
Poser is best for creating sprite based games like Diablo, Baldur's Gate or Fallout. IIRC Poser even have a feature to render animations in all 8 directions. However I think 2D games are outdated now.

Pincho Paxton
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Posted: 6th Oct 2003 19:34 Edited at: 6th Oct 2003 20:37
2D games aren't outdated. Poser is great for 2D games! I am making a 2D game at the moment using Poser, and 3D renders made in Anim8or, plus a whole load of hand drawn 2D stuff. Look for Japers Capers, and Monkey Island XXXVI.

Pincho.
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Posted: 6th Oct 2003 20:39
I'd have to agree with Pincho, 2D games are not outdated. I actually prefer them over many of the 3D games. There are some types of games that are better in 2D.

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PePO
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Joined: 24th Jul 2003
Location: Argentina - Salta
Posted: 6th Oct 2003 22:03
Hi:
You can export the old characters from poser 1 to 3 that don't have so many polys. Export the estatics model to 3ds format then open with
milshape to optimise and edit it, and finish the look of the model in unwrap3D.
At last you can open the model in CharacterFX for animate and export in directX format .x.

The last year i start a proyect of an aventure game with characters made in poser and escenes made in truespace. It looks good but i dont finish the proyect becose i discover DBPRO and start make things in 3D





P.D: Yes, you are rigth mi english sucks.

Saludos desde Argentina

Don't use a spoon to dig a hole!!!
Pincho Paxton
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Posted: 6th Oct 2003 23:57
Wow that screenshot is really stunning, even commercial quality!

Pincho.
Digital Awakening
AGK Developer
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Posted: 7th Oct 2003 00:07
2D is outdated. Look at Neverwinter Nights, it's kinda like Fallout in 3D. Personally I like it when I can rotate the world.

PePO
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Location: Argentina - Salta
Posted: 7th Oct 2003 21:45
Thanks Pincho, whitout poser i never coudl add to my game so realistic characters.
I only made five good interactive escenes, with full animated characters. It's too damn hard for an only guy to make a full game with hundrens of scenes and a great history like monkey island series or Siberia and in my country i don't make any money for living doing this kind of software. It's only for hobbie.

I know that 2D is outdated, but the great of 2d is that you can make full detail scenes and characters, and your software will run in any machine.

I am sorry for my bad english.
Pincho Paxton
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Posted: 7th Oct 2003 22:40 Edited at: 7th Oct 2003 22:46
Yeah, I have to make a lot of scenes, and characters too. It is slow work, and for no money. Did you use 3D plains, or 2D bitmaps? I haven't done much 3D and soon I might have a go at a 3D engine for my Monkey Island type game so that I can have lighting effects.

Pincho.
PePO
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Posted: 8th Oct 2003 02:58
It's all 2D images for background , characters and items rendered in 3D programs.
Are you thinking to make an adventure game 2D/3D like Grim Fandango or monkey island 4?



The background of this scene is well ligthed but the character don´t cast shadow on the wall, this is one of the lot of things that you are restricted to do for using a 2D engine.
Pincho Paxton
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Posted: 8th Oct 2003 03:14
I'm making a Victorian Horror/Fantasy in the same way as Monkey Island 1/2. I'm not bothered about shadows, but I would like realistic fire/plasma effects, and fog. So that's why I'm thinking 3D planes. I am not sure how to do the scrolling backgrounds in 3D. They would be planes, but I am wondering if they would join up well without any seams as they scroll across the screen.

Pincho.
las6
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Location: Finland
Posted: 8th Oct 2003 15:16
2D games are outdated - well, Lionheart does make sure of that. Those wannabe-good graphics are just ugly and lowres. Plus they are way too static and boring.
even Fallout 2 does look good in comparison.

I'd play a 2d game, if it's a good one. And if you have to use lowres, just stick to visuals that look good in it. ugh.

las6
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Posted: 8th Oct 2003 15:19
and Pincho, it would be really good if the scenes would be done via Very simple 3D that just has the images slapped on them. Perhaps House or a wall could be a proper model, so that if you'd move the camera bit, it would create the feeling of the whole scene being much more real. Then do the people just like you said, as Plains. Plains stuck in the simple 3d world. that would be kool.

Pincho Paxton
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Posted: 8th Oct 2003 15:49
Well I'll see what 3D buildings would look like. It might give a parralax effect to the game. The thing is..I understand the relationship between pixels, and collision arrays 1 pixel= 1/32 of an array, but I don't understand the relationship between 3D movement and collision arrays. Is move object 1,1 = 1/32 of an array? That always confuses me.

Pincho.

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