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Post by JMC47 on Sept 29, 2006 15:49:43 GMT -5
Well, for now its the only thing. If we get model textures work can resume until we hit the next road block. That is what I am saying.
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Post by Reaverguy Rises on Sept 29, 2006 19:15:43 GMT -5
Replying to a earlier comment be JMC47, that was neve concept art. That was drawn to a few weeks before a new interest in this sprouted. That was simply shown as an example, nothing more.
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Post by Car2oon on Sept 29, 2006 19:51:15 GMT -5
Model textures involve the back, front, and sides of a character you say? I may be able to supply you with such things. Describe the outline of this area in more detail, so I could maybe send you a sample-?
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Post by Chiz on Sept 29, 2006 21:18:13 GMT -5
Concept art is the front, back and side of a character. Model textures are quite a bit more involved than that.
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Post by PJ125126888221 on Sept 30, 2006 4:54:37 GMT -5
Model textures involve the back, front, and sides of a character you say? I may be able to supply you with such things. Describe the outline of this area in more detail, so I could maybe send you a sample-? Model textures are the colors, bumpmapping, and extra little details that arent done through modeling itself. Kinda like saying that you're making the skin but the model itself determines most of the rules. Textures may consist of several file formats, and my favorite is using BMP for making bumps and PNGs for doing all the colors and drawings. Some of you might be wondering what bumpmapping is. Think of it like this: lets say you got a photo of a brick wall for a texture. Now we got to make another image file in black and white. (While the photo of the brick wall will be visible, the bump map image will be invisible, making a rule for the visible layers.) If you open a white image and trace black lines where the bricks on the other picture are supposedly seperated, once you enable the bumpmap effect in a 3D rendering software, you can see that the blackness that you've made had pushed in those areas. By doing this, you've made those bricks look more realistic in games and/or animations. Texturing may also consist of fake light effects or mental ray effects. I think in the MMLEx project, they're using the fake lighting which are forced by soft-emulation since they're using OpenGL. However, if you have seen any PIXAR movies, the lightings they use are mostly Mental Rays. However, mental rays work on a model as a whole as fake lightings only works with textures itself. I may have made a slight mistake in interpretation on some of these but this is how I would define them in my own terms. Here's an example of some sketches: - ultimagaiden.com/Paul/megaman1.jpg- ultimagaiden.com/Paul/megaman2.jpg- ultimagaiden.com/Paul/megamanleg.jpgHere's an example of some model concept arts: - ewancient.lysator.liu.se/pic/art/b/r/braun/skullgirlmodelsht.jpg- www.atlantis.jolt.co.uk/images/Concept_Art/Teams/Atlantean/AT_Beginnings_LG.jpgFor a model concept, I like using this one the best for an example since this is the main views used in a 3D Rendering/Modeling software, however, this one seems like it's a finalized model: - accad.osu.edu/~cchriste/753/hw2/tex-4views.jpgHere's a good site about bumpmapping and what it is, with images to show as examples: www.student.cs.uwaterloo.ca/~mclausch/raytracer/bump.htmlI hope these answer your question and fill in the curiousity of other things that may come to mind. (Spent about a half hour doing this for you Car2oon )
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Post by JMC47 on Sept 30, 2006 11:26:55 GMT -5
Actually, even I found that interesting. I had not and still do not know much about bump mapping other than it makes stuff look better usually. I found that informative on what it did and how it worked.
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Post by Car2oon on Sept 30, 2006 22:42:00 GMT -5
Yeah, that was actually quite insightful.
So from what I can understand, textures are the wall paper to be wrapped around the 3d model itself? Is that the right perception. If it is, it does sound more involved, but I could still provide some help.
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Post by PJ125126888221 on Sept 30, 2006 23:22:22 GMT -5
Yes, the textures are like Wrapping Paper for models in a rather... weird term, but the same idea nevertheless.
The only other thing that I can think of at the moment that I did not include up at the top is that the textures may be stretched or mapped out particularly. This will allow a texture to be applied to a particular model's face properly in polygons. However, stretching decreases the quality of textures in the stretched areas and isnt very fun to deal with unless every detail you make is from a different texture file, focusing on one color. This however is a very time consuming but best way to make perfect textures.
The next best way is to make a texture and not have to stretch it much while at the same time, having the texture in very high quality. Remember, you can have a big picture and shrink it without a problem, but if you make a small picture larger... that's just plain wrong, especially when it comes to textures.
There's a lot of rules to focus on when it comes to texturing, these were just a few of the basics, however, I do not think that the MMLEx project will be focusing on too many things when it comes to textures. Just getting straight with the details drawn in 2D and making the models is basically the goal from what I see.
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Post by JMC47 on Oct 2, 2006 14:59:44 GMT -5
You hit the nail on the head with that one. The game hasn't had the quality of current gen consoles from the beginning (PS2 and Xbox are still current gen until Nov 19th in my book) of development. But now at least its better than PSX unlike its beginning. We just hope to achieve good enough graphics so that its not bothersome or in the way.
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Post by Car2oon on Oct 2, 2006 16:22:34 GMT -5
Well, we all love and enjoy the Legends games without the advanced graphics, right? Actually, the best part of the demo was how smoothly and crisp the graphics ran, so that's the least of your worries.
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Post by Chiz on Oct 2, 2006 16:42:09 GMT -5
It's a personal challenge, really. We don't just want to make a game that's on par with the other games, we want to go beyond that. One of the departments it's easiest to do this in the graphics department, esp. after almost 10 years of technological improvements. That being said, the look isn't the only thing we're focusing on, of course, so rest assured that MMLEx won't be pointless graphicsfest like so many games of today.
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Post by triggerhappy on Oct 2, 2006 16:51:51 GMT -5
Have you guys ever heard of the....oh, well it's either dark city or dark fire, but it's this one british game engine. of course, you have to import it from the company overseas, but a friend of mine has it and it's a much more reliable engine than the C++. I'd have to do some more research into it's capabilities but my friend constructed a fully textured Third Person Shooter in 4 weeks. Note:(The character models were 3D smiley faces :
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Post by JMC47 on Oct 2, 2006 18:14:19 GMT -5
We can't change engines at this point, so no. You don't understand much about game creation, and thats excusable, but C++ is the most reliable thing there is. Its the computers on the other end that aren't reliable. And I've dealt with supposedly reliable engine, just try running them on machines that people on MMLS use, trust me, A6 was supposedly a reliable engine, and it ran much worse than the C++ engine.
Sorry about the harsh first few sentences, not trying to be rude about it, but changing engines would mean scrapping everything we've done so far, and learning more programs. Thats not happening. Especially when C++ is treating us so nicely. If you have GFX card, you can run MMLEx. If not, you shouldn't be playing 3D games on your computer.
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Post by Dash on Oct 2, 2006 18:27:56 GMT -5
Ah, but I can play Mario 64 on my computer. Why can't I play MMLEx? Huh? HUH?!
xDDD
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Post by JMC47 on Oct 3, 2006 15:03:15 GMT -5
You have onboard graphics. You do not earn thy right to play the MMLEx.
I've played MMLEx full speed with a 40 dollar graphics card. 5200 will play it and some. Any Geforce 3 (or ATI equivalent) should play MMLEx no trouble at all.
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