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3 Dimensional Chat / Q: Capabilities of Milkshape and the .x format

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Kipper_UK
22
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Joined: 31st Dec 2003
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Posted: 2nd Jan 2004 00:18
Hi

I'm making a kind of 3D video poker game, and out of nescessity I am modelling my own objects for the table, chips, etc. I have some questions. I wonder if some has the readily available answers.

1. How does the object effects work? I was messing with milkshape and made kind of a futuristic(?) table top which was in the (traditional) green colour, but slightly see through, like it was made of a thick green glass. When I put the object in DBP, the green colour was preserved, but not those effects. So are these ambient/specular/diffuse effects a waste of energy?

2. I'm using a box object and a plain object as playing cards because the textures don't seem to wrap around in DBpro, so I couldn't have one graphic textured over the object to make a realistic playing card with a back and a front. Am I doing something wrong? What seemed to happen is that every face of the box was applied with the texture independently.

3. How would I assign a realistic/decent backdrop. Assume that now I have a table on which cards are dealt. I still have a blue backdrop. Should i use a flat .jpg or try to model a scene?

Thanks for the advice.
Kipper

"Dammit Jim, I'm a programmer, not a 3D Modeller!"

God of unfinished programming projects
indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 2nd Jan 2004 00:56 Edited at: 2nd Jan 2004 00:58
Quote: "1. How does the object effects work? I was messing with milkshape and made kind of a futuristic(?) table top which was in the (traditional) green colour, but slightly see through, like it was made of a thick green glass. When I put the object in DBP, the green colour was preserved, but not those effects. So are these ambient/specular/diffuse effects a waste of energy?
"


yeah dont add another image into the alpha channel in milkshape.
use the ghost and fade commands in dbp to acheive that effect.
look at the transparency command as well and setup areas that are see through with either a black area or for a ghosted look or frosty look try a DDS file with a transparent area in the lowest layer and frost up some texture in another layer above that bottom layer.



Quote: "
2. I'm using a box object and a plain object as playing cards because the textures don't seem to wrap around in DBpro, so I couldn't have one graphic textured over the object to make a realistic playing card with a back and a front. Am I doing something wrong? What seemed to happen is that every face of the box was applied with the texture independently.
"


the culling feature found in the command set object and set object cull is what shows both sides of a 2dplain.

You will need a 2 sided plain of 4 polys to achieve what your looking for i would assume.
Kipper_UK
22
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Joined: 31st Dec 2003
Location:
Posted: 3rd Jan 2004 16:11
I cant seem to work it out.

I created a plain, but the texture doesn't 'wrap' around, it just reapplies to both sides.

Take this example (<25 lines):


Use with this texture:

With the red supposedly being the back of the card.

What am I missing? It gets overly complex when i try to move and animate two objects together, it shouldn't be needed! Isn't that what 'wrapping' or 'skinning' is? (in an overly simple form..)

Help!!

God of unfinished programming projects
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 4th Jan 2004 07:13
An alternate method would be use a simple model with 4 polygons to represent the front and back faces and the texture coordinates previously assigned. If you want a simple model like that, just drop me a line at [email protected]. I'd already built a card model just for giggles.
--
TAZ

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