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Thread: LODka3D - 3D-models editor

  1. #21

    LODka3D - 3D-models editor

    Hello,

    this is a very good tool.

    Some suggestions from my point of view:

    If I save to .X it would be great next time I wnat to save whatever .X is the default for saving.

    It would be great to have a very easy way (one menu click if possible) to create normals and basic (planar or whatever) texture coordinates for testing the model

    These are just ideas or maybe suggestions

    Excellent work.
    Firle

  2. #22

    LODka3D - 3D-models editor

    Quote Originally Posted by Firlefanz
    Hello,

    this is a very good tool.

    Some suggestions from my point of view:

    If I save to .X it would be great next time I wnat to save whatever .X is the default for saving.

    It would be great to have a very easy way (one menu click if possible) to create normals and basic (planar or whatever) texture coordinates for testing the model

    These are just ideas or maybe suggestions

    Excellent work.
    Firle
    About normals. I created a flash lesson for you : http://lodka3d.googlepages.com/norma...oothgroups.htm
    My english is weak. Any grammatical or stylistic corrections are welcome.

    And version 1.52 had one bug in smooth groups. I fixed it in version 1.52.1.

    And i improved default texture coordinates calculation for Round cube.



    About working with texture coordinates i will explain later because i tired today.

  3. #23

    LODka3D - 3D-models editor

    I have to take a look at the flash later and try if it works.

    Thanks

    firle

  4. #24

    LODka3D - 3D-models editor

    When using the auto smooth button I always get an error "range check error". After that when saving to .X the X files was created but the program seems to hang up and it not replying anymore. Maybe the error is for this special mesh, I tried to convert a 3ds to X. I can send you the mesh if you like...

    Firle

  5. #25

    LODka3D - 3D-models editor

    Hi!

    And the X files cannot be loaded/used afterwards.

    Here is the original 3ds files and the lod file.
    I wanted to add normals and save it to .X, did not work.

    This is just a free model I found somewhere in the web, but maybe it would be interesting to find the error.

    I wanted to use it as a placeholder for my new spaceshooter until I get some own spaceships done.

    Thanks!

    http://www.ericbehme.de/public/3dm-tie-ad.lod
    http://www.ericbehme.de/public/3dm-tie-ad.3ds

    Firle

    PS: Is there an easy way to reduce poly? I am mostly doing this: Create an own primitive, set normals and texturecoordinates and export to X. Or load a free model, scale and move it, reduce polys, set normals and texturecoordinates and then save to X.

  6. #26

    LODka3D - 3D-models editor

    Quote Originally Posted by Firlefanz
    Hi!

    And the X files cannot be loaded/used afterwards.

    Here is the original 3ds files and the lod file.
    I wanted to add normals and save it to .X, did not work.

    This is just a free model I found somewhere in the web, but maybe it would be interesting to find the error.

    I wanted to use it as a placeholder for my new spaceshooter until I get some own spaceships done.

    Thanks!

    http://www.ericbehme.de/public/3dm-tie-ad.lod
    http://www.ericbehme.de/public/3dm-tie-ad.3ds

    Firle

    PS: Is there an easy way to reduce poly? I am mostly doing this: Create an own primitive, set normals and texturecoordinates and export to X. Or load a free model, scale and move it, reduce polys, set normals and texturecoordinates and then save to X.
    Hi!

    Excuse me for the delay.

    This big file is exported to *.x but very very slowly. I accelerate this proccess in new version of LODka3D (1.52.2).

    File 3dm-tie-ad.3ds is really big. 84000 vertex. First level of Quake 1 consist of 7000 vertex. So your model as big as 12 levels of Quake 1.


    I found one bug in Autosmooth option and fixed it. And i added many bug tests in this function just in case.


    PS: Is there an easy way to reduce poly?
    No. I am looking for algorithmes for this.
    But i know one not easy way.

    For example. Step by step:

    1) Create a plane 4x4 : Primitives->Plane->Create
    2) Select all triangles : Model->Triangles->Select All.
    ( or some triangles )
    3) Press on button Model->Trianlges->Joint selected triangles.

    Repeat third step many times and number of triangles must decreases.

  7. #27

    LODka3D - 3D-models editor

    Sounds good. The file is way too big for a game, I just thought you might be interested in a sample

    Keep me informed when the new version is out, you really have a usefull tool there

    Thanks
    Firle

  8. #28

    LODka3D - 3D-models editor

    Quote Originally Posted by Firlefanz
    Sounds good. The file is way too big for a game, I just thought you might be interested in a sample

    Keep me informed when the new version is out, you really have a usefull tool there

    Thanks
    Firle
    Thank you!


    Next step of evolution.

    I added a folders viewer in the program.

    ( Menu->File->Folders viewer )

    But this is not just a one more viewer, this is like a level editor. You can see many models at the same time. Enable a checkbox near the file name and the model will appear in LODka3D. So you can editing one part of the level, and to see all other parts of the level. You can use F5 for the grid and CMB (MMB) for the focus for all viewing models.


    One more feature is possibility to save small screenshots (100x100) of models in lod-files.

    Save: Menu->File->Save options->LOD Set picture from screenshot

    View/clear: Menu->File->Save options->LOD View picture

    You can view all models screenshots in folder viewer on one page (click on Icons checkbox). So you doesn't need to read names of files, you can just to view screenshots.

    Demo level: http://lodka3d.googlepages.com/level01.zip

    Extract it in any folder, and view it through the folders viewer in Icons mode.

    Any suggestions are welcome.

  9. #29

    LODka3D - 3D-models editor

    Hello,

    I converted some of my older models we used in Commando Xenidis (older game).

    I wanted to export them to .X using your editor here, but unfortunately it does not work, could you take a look?

    http://www.ericbehme.de/public/cx.zip

    Thanks,
    Firle

  10. #30

    LODka3D - 3D-models editor

    Quote Originally Posted by Firlefanz
    Hello,

    I converted some of my older models we used in Commando Xenidis (older game).

    I wanted to export them to .X using your editor here, but unfortunately it does not work, could you take a look?

    http://www.ericbehme.de/public/cx.zip

    Thanks,
    Firle
    Nice models.

    Thank you for this bug report. I found that LODka3D doesn't know how to read a quads from obj-files. Now i fix this bug. Models viper1.obj and medic ship.obj now reads properly.

    But obj-file format doesn't support smooth-groups. So if you load models, LODka3D assign them first smooth group automatically. So you need to use AutoSmooth options.

    Some other models has some problems with the orientation of triangles. I loaded them in MilkShape3D and MilkShape3D doesn't know how to solve this problems too. Model "j?Ñger.obj", for example. Do you know any editors which read this models good? Because i have no ideas now.

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