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Work in Progress / DarkModel V1.0 - 3D Modeler

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Xenocythe
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Posted: 30th Aug 2006 00:40 Edited at: 30th Aug 2006 02:28
Welcome to the W.I.P. thread of DarkModel, a 3D modeller.

About DarkModel,
This application is a 3D modeler, however, don't be fooled, the 'Dark' in the name is not to show any association with TGC or their products. (I am almost 100% sure that the name 'Dark' has no copyrights, although if it does, please notify me immediately)

This 3D Modeller will grow to be capable of what many other 3D modellers are capable of.

I am in association with a TGC forum dweller, Sven B. Sven and I have decided to go side by side with our projects. DarkModel, and DarkMap. I work on DarkModel, and he works on DarkMap. Yep, you guessed it, Darkmap is a wide range map editor. Even though DarkMap is not close enough to a W.I.P. post, Sven thought that I could release its know-abouts in the W.I.P. thread for DarkModel.



Project Log,

DarkModel V1.0 - Tuesday, August 29th
--------------------------------------------------------------------

Current Interface Features:

Hud-Complete



GUI-Complete (Buttons and drop down menus)



Four View Ports-(Front,Left,Top,3D Persp.)




Current 3D Modelling Features:

Real time drag and drop vertex manipulation-Complete



Object texturing-Complete






Current 3D Rendering Features:
Metal Shader-Complete (Applyable to object, keeping primary object texture)



Basic .x file saving-50%


--------------------------------------------------------------------





Enjoy the progress. I hope I have made enough progress so far to satisfy you!




EDIT:
Oh my god, I forgot to mention
I am also programming a limb animator that exports limb keyframe data to .dba code!!!!



Medieval Coder
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Posted: 30th Aug 2006 00:44
Hmm I may give a go at a modeler....I had quite a good idea for it...

Looking good!

Xenocythe
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Posted: 30th Aug 2006 00:46
Thanks for the quick reply!


Gil Galvanti
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Posted: 30th Aug 2006 00:50
Looks very cool! Will it be free? Are you still working on God of Time right now or just this? And any idea when you'll have a demo for this?

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Freddix
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Posted: 30th Aug 2006 00:51
seem interesting and promising

All we have to decide is what to do with the time that is given to us.
Xenocythe
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Posted: 30th Aug 2006 00:54
Thank you for all the quick comments!

Gil,
Well, I have been wroking full time on this so far, but i didn't stop God of Time
I'll probably switch back and forth every now and then.
As for free or not, I'm not sure, once I get it fully functional I might sell it for about 3$ and release a free lite version as well. I'm not sure

Freddix,
Thank you


Alquerian
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Posted: 30th Aug 2006 01:20
Xeno,

Looking fabulous! good to know you have the dialogs working correctly and you have your interface up and running. This is better than the first screenies you sent me, keep it up!

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." - Aristotle
Seppuku Arts
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Posted: 30th Aug 2006 02:12 Edited at: 30th Aug 2006 02:12
Awesomeness mate, I thought of doing it once, then I realised, I couldn't because I assumed memblocks would be used or something and they confuse me.

I wouldn't mind giving this a go...But as a suggestion, I'd add these.



X,Y,Z switches, like to say I've selected a point, sometimes its easier if I can turn off the X, Y or Z axis from the movement.


This should appear on selected points or between multiselected points, these can be very convenient in 3D modelling when wanting to move something specifically, for me, better than the XYZ switches.

Xenocythe
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Posted: 30th Aug 2006 02:19
Thanks for the suggestion and comments!

I will definetly add that, found it very useful myself in modeling programs.



Oh my god, I forgot to mention
I am also programming a limb animator that exports limb keyframe data to .dba code!!!!



Dj Thunder
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Posted: 30th Aug 2006 02:22
Hum, that sound great

Nice work

Hardcore Will Naver Die !
Medieval Coder
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Posted: 30th Aug 2006 02:36
Quote: "I am also programming a limb animator that exports limb keyframe data to .dba code!!!!"

Now we are talking.

Xenocythe
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Posted: 30th Aug 2006 02:40



I knew you guys would love the animator.


Seppuku Arts
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Posted: 30th Aug 2006 02:58
Thats a pretty good feature, maybe now we can have real answers for DBC users asking about limb animation proggies.

Sixty Squares
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Posted: 30th Aug 2006 03:45
Wow that's amazing. Looks like 3DC.

Xenocythe
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Posted: 30th Aug 2006 03:48
Thank you very much

Sixty, you made my day. Man, comparing this to a real 3D Modeler really motivates me

Musashi, yeah, that was the reason I started this modeller ^^


dark coder
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Posted: 30th Aug 2006 08:19
Hey xeno, benjamin told me you were making a 3d modelling app the other day, cause so am i , this means war! .

well youve got further than me sofar, and good luck.

Hallowed are the ori.
TEH_CODERER
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Posted: 30th Aug 2006 12:40
Looks good. Almost exactly like the app I made. I ended up having problems with normals though and gave it up. Looks like the lighting is okay on your though.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Seppuku Arts
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Posted: 30th Aug 2006 13:37
Quote: "Sixty, you made my day. Man, comparing this to a real 3D Modeler really motivates me

Musashi, yeah, that was the reason I started this modeller ^^"


Cool, I'd cross this with Milkshape and 3D Canvas myself at the moment.

It would be cool to see a skeleton animation part, but that is asking for a bit much, I don't know how that would be doable, but I think psycho gary was doing on COB, when he was here.

Diggsey
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Posted: 30th Aug 2006 14:12 Edited at: 30th Aug 2006 14:13
Do the 2D views still have perspective? You could have an option to turn on/off perspective.

Also, I hope that the 72 is the framerate

There are three types of people, those that can count and those that can't.
monotonic
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Posted: 30th Aug 2006 15:52
Looking good, although the front/left/top view ports are not orthogonal views, I'm not sure how you could do this in dbp but I'm sure it can be done somehow.

Keep it up!

I know the voices aren't real, but they have good ideas!
Xenocythe
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Posted: 30th Aug 2006 19:43
Thanks you guys!

Monotonic and Diggsey,
Yup 72 is the framerate

Those 2D views are movable 3D views, but you can't move rotate. You can only move side to side or zoom. I could make a option for ortho pretty easily


Musashi,
Skeleton animation sounds rather nifty too, I'll look into it!


Andrew and Dark Coder,
Curses Benjamin, I told him not to tell anyone before my W.I.P.
Good luck Dark Coder, but let me tall ya- its a brain racking job


Thanks for all the comments! I'll work on the new fetures.


monotonic
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Posted: 30th Aug 2006 19:48
So just out of interest and because I'm too lazy to go find the answer myself how do you setup orthogonal view in dbpro.

I know the voices aren't real, but they have good ideas!
Seppuku Arts
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Posted: 30th Aug 2006 21:06
You mean you trusted someone who has a cat as an avatar? It goes very James Bond when you trust cat related things

What you planning the interface to be like, I am very picky when it comes to interface, to me the easiest 3D modelling interface I've come across is Cinema 4D's. I'd steal ideas from that, same with Milkshape. Speed and access I'd say are the main concerns.

Aaron Miller
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Posted: 31st Aug 2006 00:54 Edited at: 31st Aug 2006 00:55
Does this have the ability to do smoothing? Sorry if i missed it.

looks cool though. i like it.

Xenocythe
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Posted: 31st Aug 2006 00:56
Smoothing? What do you mean by that? You mean make it look smooth and not pointy?


Aaron Miller
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Posted: 31st Aug 2006 01:00
Kinda, what i mean is, say you made a cube (a default one), then you want to make that into an extremely low poly sphere, or a crappy cylinder to save polys, you would select the certain parts, and it would affect the entire cube to look like it. It's how most models are composed. It's how i model too.

Seppuku Arts
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Posted: 31st Aug 2006 01:04
He means the kind of smoothing that increases the poly count...I doubt that would be doable with out a load or coding and dlls, but surface/normals smoothing is doable I would imagine, DBP has the command for that.

Aaron Miller
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Posted: 31st Aug 2006 01:06
The only command i have seen that sounds like that would be "set object smoothing" or something like that, yet, that doesnt work like it sounds.

monotonic
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Posted: 31st Aug 2006 01:07 Edited at: 31st Aug 2006 01:10
Quote: "I doubt that would be doable with out a load or coding "


That's the whole point of programming, writing code. If you are only going to use commands that are pre-written for you then what you produce is going to be run of the mill with nothing to make it stand out from the crowd.

I know the voices aren't real, but they have good ideas!
Aaron Miller
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Xenocythe
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Posted: 31st Aug 2006 01:41
I'll definetely figure something out, although at the moment I'm adding more render features


Thanks!


Vues3d on Kalimee
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Posted: 31st Aug 2006 03:22
Seems to be very easy to use... very interesting!!!!

The ARRAYinator
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Posted: 31st Aug 2006 03:46 Edited at: 31st Aug 2006 03:47
Looks good! thought of making one of these myself.
Quote: "Skeleton animation sounds rather nifty too, I'll look into it!
"


the idea is not all to complex.But could get quite comple in dbpro. heres an article at nehe giving you the basics if your intrested.matrices are quite usful in this kind of animation.

http://nehe.gamedev.net/data/articles/article.asp?article=03

www.freewebs.com/bitwisesoftware/
Xenocythe
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Posted: 31st Aug 2006 19:12 Edited at: 31st Aug 2006 19:13
Update - Thursday, August 31

New renders!

Hologram and Phong hologram!

Working on shadow rendering!


Xenocythe
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Posted: 1st Sep 2006 02:09
I'm having a problem with saving.

Saving the .x object works out 100% fine, but the texture part is annoying.

I made an array for the texture you applied. Its a UDT array with one type. So its pretty much like this:
Save image Texture(objtexture#).filename$
But it shows an error at that point because I'm using the # at the end of the variable objtexture#. How would I avoid using # but still make it work?


Peter H
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Posted: 1st Sep 2006 02:26
Before adding polygon smoothing i would add more core features like extruding faces and rotating ...

But! This is really cool, good luck with it!

"We make the worst games in the universe..."
Xenocythe
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Posted: 1st Sep 2006 02:59
Extruding is really easy to do for me, I've got it stored in the back of my head... meanwhile, check out my sword for my model pack in the 3D chat board!

Anyone have a solution to my array problem?


Aaron Miller
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Posted: 1st Sep 2006 06:04
Dont use the '#'? This has happened to me before. It's beta to just use variables without those symbols.

Or, perhaps you can do something like:

Though, i dont know if that would work, or if it's "dword" or "double word", or something else from whatever type it's asking you.

Hope that helps.

dark coder
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Posted: 1st Sep 2006 08:46
Cause you can only reference arrays using a integer or dword, possibly a word aswell however you cant with a byte... which is annoying.

Hallowed are the ori.
Diggsey
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Posted: 1st Sep 2006 12:04
Just do texture(int(varname here)).filename$

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Xenocythe
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Posted: 10th Sep 2006 02:05
Sorry everyone, school started and I'm working on the Physics compo so this and my game are slowing down for a while. but this will never die, never!


Zotoaster
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Posted: 10th Sep 2006 14:18
I never noticed this project before :S It's looking really good.

Xenocythe
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Posted: 15th Oct 2006 19:30
Re-making the HUD and stuff, it's looking great and much easier to control


The Wilderbeast
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Posted: 21st Oct 2006 19:36
looks great! keep up the good work

dab
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Posted: 29th Oct 2006 01:06 Edited at: 29th Oct 2006 01:07
Might I ask what you're programming this in?

But this reminds me of Milkshape, sort of. Just "darker"

Edit: I didn't realize that this was 7 days down the hole. Whoops. I follwed the link from His profile with the thread search.

Take heed, never take advantage of the things you need, never let your self be overcome by greed. Walk a strigh line, pick up your speed and try. Everyone deserves a piece of the pie By: Shaggy
Xenocythe
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Posted: 29th Oct 2006 02:35
Haha, it doesn't matter. It makes me happy. This is being programmed in DBPro. You might think its easy, but its not :-P

SO many bugs... so little time



Thanks for bringing it out of the graveyard.


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