Page 3 of 11
Posted: Thu Jan 29, 2009 4:23 am
by sambasti
So our model format will be .kmz or can we also use something else. I'm not sure wings lets you export as a .kmz.
Posted: Sat Jan 31, 2009 12:00 am
by finnbryant
actually, .kmz is just one of the formats, in fact I will recommend against it for anything that has any complexity whatsoever (e.g. joints, animations etc), since the converter hasn't even gone live yet and will probably crash if it meets anything unusual.
wings models may be convertible, but I think you would have to pass them through another modeling program first, probably blender would be the best choice.
Posted: Sat Jan 31, 2009 12:55 am
by sambasti
How do you make joints and animation?
<-- Is a model noob.
Posted: Sat Jan 31, 2009 1:39 am
by finnbryant

well, guess you don't have to worry about hitting that problem then.
as for how, no idea, I've dabbled in modeling but you are already beyond my limited knowledge (although I do know *what* they are, just not how to make them).
I would seach for a tutorial aimed at the program you're using.
EDIT: a quick glance at the wings3d site gives this:
QUOTE There is no support in Wings for doing animations.[/quote]
Maybe try blender? it can be hard to learn, but it is much more flexible and can export to egg directly using the chicken plugin (get it? chicken -> egg? hahaha.)
EDIT2: there is a vrml2egg converter that comes with panda, sounds like it works OK, this will work with wings without needing an in-between program
Posted: Sat Jan 31, 2009 11:35 am
by Valiance
finn, did ya get the model i sent you through gogglemail? i think i might have sent the .skp one instead of .kmz =[
Posted: Sat Jan 31, 2009 1:31 pm
by finnbryant
yep, and yes, it was .skp, but id downloaded sketchup to solve your earlier question so converting was easy enough
haven't tried importing since I haven't get around to building the panda svn... but i did find the dae file in the .kmz file, so it should work. neat model

Posted: Sat Jan 31, 2009 5:47 pm
by Valiance
it hasnt been traced (those caterpillar tracks look like serious effort) so it if you click on it, youll notice it has a big blue box around it, which i think is a cvh, which means in game you can shoot 3 metres in any direction around it and it hits. this mightnt be the case, but even still, until ive traced it, you cant edit the textures or anything.
P.S, anyone one know where to get decent textures? my ones atm are made on paint using stichted together images of google. basically, mine are @#(!, are there any free proffessional ones?
Posted: Sun Feb 01, 2009 2:46 am
by Andon
Valiance wrote:QUOTE (Valiance @ Jan 31 2009, 12:47 PM) P.S, anyone one know where to get decent textures? my ones atm are made on paint using stichted together images of google. basically, mine are @#(!, are there any free proffessional ones?
No. Every texture has to be made to a specific model - therefore, you can't get a universal texture, so there wouldn't be any free ones
Posted: Sun Feb 01, 2009 6:02 am
by fuzzylunkin1
Alright, I managed to run what you've got so far, Finn. It looks very nice for how far along we are

. It took a fairly long time for the trees/plants to load (and that's saying a lot with my computer). It worked on Vista x64 without any problems, of course.
I'm beginning to look at the code (starting with main.py). It's nice to see documentation.
Alright well, I've not much to add. Time to plunge into some code before bed.
Oh, DropBox is sweet!
Fuzz
Posted: Sun Feb 01, 2009 6:17 am
by sambasti
How do you open the files?
I've been having some trouble with panda.