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AppGameKit Classic Chat / multi colored mesh instead of textures - possible?

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Timshark
17
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Joined: 30th Jun 2007
Location: Oslo, Norway
Posted: 29th Mar 2017 06:37
Hi there
Do I have to use a texture on a 3d object or is it possible to just color the triangles or quads?
I want to prototype using Kenneys 3d assets. The models come with an .mtl file. Do I HAVE to convert these to textures?

https://kenney.nl/assets?q=3d

Tim

janbo
16
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Joined: 10th Nov 2008
Location: Germany
Posted: 29th Mar 2017 15:52 Edited at: 1st Dec 2017 09:12
Hey, you are not alone, I need exactly the same and here is what I have done so far: Load Object with Color
if you find a solution or managed to convert the face color to texture, please report it here ?
Timshark
17
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Joined: 30th Jun 2007
Location: Oslo, Norway
Posted: 30th Mar 2017 00:30
Ah, I will search around. I wish I could use mtl files in agk. I will look around for an easy way to batch convert the kenney 3d objects to uv mapped objects with textures. I guess the textures could be really small as they are only solid colors...

I´ll see what I can find.

Thanks
Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 30th Mar 2017 07:44
in the agk history i saw there are much more file formats supported.
AGK (Steam) V2017.02.28 : Windows 10 Pro 64 Bit : AMD (17.2.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
Timshark
17
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Joined: 30th Jun 2007
Location: Oslo, Norway
Posted: 6th Apr 2017 21:41
@ Markus

Hi Markus, what history? Where is that?

Is this possible to implement with the new dll support?
CodeName
7
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Joined: 30th Dec 2016
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Posted: 7th Apr 2017 04:49
Shader support I suppose.. Shader's can make triangles a solid color..

I'm learning about them right now, a fun new project..

janbo
16
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Location: Germany
Posted: 7th Apr 2017 12:51 Edited at: 1st Dec 2017 09:12
I would like to know how to achieve that too.
Did you find any tutorials or know where I can read about making triangles a solid color via shaders ?

For my current system I need the objects to have redundant vertices so I don't have vertices who share vertexcolor
CodeName
7
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Joined: 30th Dec 2016
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Posted: 7th Apr 2017 14:54
One thing I would do as I did before with animations was to make many objects..
So if you have a ruff of a house, highlight all the other triangles(walls, windows ect..) then delete them..
Keeping the scale and position, set the ruff texture to a solid colored texture 2X2, place all the triangles of the ruff in that texture..
Then export.. do this to every other object then combined them in the app.. You can change the color of the objects aka now limbs
themselves by changing the texture to a different solid color..

Have fun...
Jack
20
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 8th Apr 2017 09:44 Edited at: 11th Apr 2017 01:32
AGK uses this lib:
http://www.assimp.org/main_features_formats.html

Maybe you find something in the documentation.

EDIT:

At least the ms3d format can be parsed with material groups.
I think this is as near as we can come without proper fragment shader implementation.
It may be easier to parse the .FBX or .DAE format, because they are human- readable.


The specs of the ms3d format can be found here:
http://paulbourke.net/dataformats/ms3d/ms3dspec.h

The .OBJ format is not a good format.
It's very limited and has not much to offer.
I had a very good experience with the ms3d format, as it worked from the first minute without any problems.
Although there are some features like 8 texture UV maps, that are (afaik) only available though .fbx or .dae.


Greetings,
Jack

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CodeName
7
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Posted: 8th Apr 2017 15:21
Jack.. so thats what that stuff is called haha

You can select all the triangles you want to group and texture..

All the work I did in ms3d and blinder never did I get one loaded properly into dbpro.. haha.. them days maaaan

I had to came up with some crazy ideas to get things working ..

Jack
20
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 11th Apr 2017 01:35
Quote: "All the work I did in ms3d and blinder never did I get one loaded properly into dbpro"

Oh, maybe you have used the wrong directX exporter. Milkshape has two.
Milkshape and DBP = best friends forever.

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