3D Modelling Programs for Translator
Moderators: Slitherine Core, BA Moderators
3D Modelling Programs for Translator
One modeling program that includes animation is FragMotion:
http://www.fragmosoft.com/
It's a $25 USD program that is fairly easy to use. We have been using it on another Matrix title, and people are happy with it.
Could an exporter be added for this program? I'm asking in the beta area, as I'm assuming it will need to be tested.
http://www.fragmosoft.com/
It's a $25 USD program that is fairly easy to use. We have been using it on another Matrix title, and people are happy with it.
Could an exporter be added for this program? I'm asking in the beta area, as I'm assuming it will need to be tested.
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pipfromslitherine
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To be honest the exporter is probably less of an issue then being able to import some of our assets to give people something to work from. I'd also rather use a free app if we can - although obviously $25 is not a huge hurdle compared to the 5% of GDP which is the cost of a MAX license
.
I'll take a look once I get the update out in the next day or 2.
Thanks a lot
Pip
I'll take a look once I get the update out in the next day or 2.
Thanks a lot
Pip
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junk2drive
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pipfromslitherine
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I do have access to the FTP - which docs should I grab?junk2drive wrote:Pip you should stop by the Panzer Command dev forum and see what we have done lately.
Do you have access to Erik Rutin's Dropbox?
The docs that I have done are on my Dropbox and the beta FTP and some are posted in threads in the dev forum.
Thanks!
Pip
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junk2drive
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junk2drive
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The only other you might want to see is the Adding Units With XML Notepad 2007.
I've also done Hotkeys lists with descriptions.
I worked on OB and it used Blender then converted to .mesh with Ogre I believe. They used some of the PC 3D models, converted by the PC team members that made them originally. I bring this up because you may be able to use them in BA. They are Matrix property as far as I know and are low poly, low quality. You could have East Front going in no time.
Earlier this year I dabbled with Ubuntu. From that I found Battle for Wesnoth and worked on an abandoned WWII mod until I found that the AI couldn't use ranged attack. I think they use Python. I got it to work though.
google sketcher works ok for static items like buildings.
benpark makes awesome 3D trees with fragmotion.
I've also done Hotkeys lists with descriptions.
I worked on OB and it used Blender then converted to .mesh with Ogre I believe. They used some of the PC 3D models, converted by the PC team members that made them originally. I bring this up because you may be able to use them in BA. They are Matrix property as far as I know and are low poly, low quality. You could have East Front going in no time.
Earlier this year I dabbled with Ubuntu. From that I found Battle for Wesnoth and worked on an abandoned WWII mod until I found that the AI couldn't use ranged attack. I think they use Python. I got it to work though.
google sketcher works ok for static items like buildings.
benpark makes awesome 3D trees with fragmotion.
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pipfromslitherine
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If people have a fave tool I am happy to give the specs of the meta-format we use and you can knock up an exporter (it's designed to not need special 'maxy' type stuff...).
I guess we could just describe the needed setups of the units and people could build them from scratch, just trying to give people something to work from.
Cheers
Pip
I guess we could just describe the needed setups of the units and people could build them from scratch, just trying to give people something to work from.
Cheers
Pip
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pipfromslitherine
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From the modding forum, FYI
The Engine documentation available from the Modding Portal has been updated to detail how the create and add 3D units of your own.
Included is a link to example MAX files and the exporter script needed to create game assets.
Grab it now from the Modding Portal!
http://www.slitherine.com/modding/bbc_ba_pc
Cheers
Pip
The Engine documentation available from the Modding Portal has been updated to detail how the create and add 3D units of your own.
Included is a link to example MAX files and the exporter script needed to create game assets.
Grab it now from the Modding Portal!
http://www.slitherine.com/modding/bbc_ba_pc
Cheers
Pip
When Tim1966 released his M8 Greyhound he included the s3f ASCII as well .... I peaked at it and (for the most part) it's self explanitory .... however, if you got something that explains the format of a s3f I can simply cut-and-paste (very ugly) and hand build the s3f ... shuddering at the taskpipfromslitherine wrote:
I guess we could just describe the needed setups of the units and people could build them from scratch, just trying to give people something to work from.
Pip
Thanks
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pipfromslitherine
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