Poll

G3D is to complicated.

Yes
5 (62.5%)
/?
0 (0%)
No
3 (37.5%)

Total Members Voted: 2

Voting closed: 8 November 2008, 18:31:46

Author Topic: G3D is to complicated.  (Read 5619 times)

mictes

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G3D is to complicated.
« on: 8 November 2008, 18:31:46 »
We should change the exporting system of G3D !
I think it is to much complicated.

I for example cant export from xml to G3D...
« Last Edit: 9 November 2008, 17:57:03 by mictes »

gameboy

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Re: G3D is to complicated.
« Reply #1 on: 9 November 2008, 17:54:49 »
yes its very frustrating, i voted for no by mistake. :-[

mictes

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Re: G3D is to complicated.
« Reply #2 on: 9 November 2008, 17:58:37 »
^^ You can revote.
I really hate it ! I can make models but not export them. It's so involving.
Ok, i understand what to do but it's really frustrating ! And it seems it DOESTN WORK.

hailstone

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Re: G3D is to complicated.
« Reply #3 on: 9 November 2008, 21:37:27 »
So really it is not G3D you have a problem with but the process of making one. Titi made a script to help but it has only been tested on Linux. I'm sure more work will be done on this process in the future.
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mictes

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Re: G3D is to complicated.
« Reply #4 on: 10 November 2008, 10:58:39 »
hopefully yes!
I know g3d is a good fileformat and glest should use it in furture, too - but
making g3ds is a pain !

wciow

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Re: G3D is to complicated.
« Reply #5 on: 10 November 2008, 11:49:24 »
The G3d format in itself is fine. Also the process of making g3ds is very simple compared to most commercial game engines which required you to compile several files into a model.

Once everything is set up in Blender I can go from blender model to working g3d in about 2 minutes. This process could certainly be streamlined to export straight from blender to g3d (auto use of glexemel), but it works as it is.

Personally I would like to see the g3d format expanded to include things such as skeletal meshes,collision boxes,normal and specular textures.
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Omega

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Re: G3D is to complicated.
« Reply #6 on: 15 November 2008, 00:42:59 »
Quote from: "wciow"
Personally I would like to see the g3d format expanded to include things such as skeletal meshes,collision boxes,normal and specular textures.
Yes. I wonder, is there the sources for the exporter and converter available freely? (and what language)
I can code a bit now in c++, java, c#, and c. (Learning c++ made all that easy!) And if the source would be distributed, theres a chance that someone (not neccessarily me) could make a standalone program to convert and export, as well as fix the filepath problems in the xmls.
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mictes

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Re: G3D is to complicated.
« Reply #7 on: 15 November 2008, 08:36:29 »
That would be awesome !
I can make 3D-Models but everytime fail at exporting-part...

myles

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Re: G3D is to complicated.
« Reply #8 on: 15 November 2008, 14:37:52 »
Quote from: "omega"
Quote from: "wciow"
Personally I would like to see the g3d format expanded to include things such as skeletal meshes,collision boxes,normal and specular textures.
Yes. I wonder, is there the sources for the exporter and converter available freely? (and what language)
I can code a bit now in c++, java, c#, and c. (Learning c++ made all that easy!) And if the source would be distributed, theres a chance that someone (not neccessarily me) could make a standalone program to convert and export, as well as fix the filepath problems in the xmls.

Skeletal Meshes, In a sort these already work, I used skeletons for animating all of my models, but ofcourse you can not use joint names for particle emmision points (shich would be cool)
Collision Boxes? Theres no real nead, sure if you want a completly square building it may be useful, the current system works fine.
Normal/Specular was spoken about some time ago, OpenGL supports it, its just a matter of time till Glest gets it.

Yggdrasil

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Re: G3D is to complicated.
« Reply #9 on: 16 November 2008, 00:48:43 »
Quote from: "omega"
Quote from: "wciow"
Personally I would like to see the g3d format expanded to include things such as skeletal meshes,collision boxes,normal and specular textures.
Yes. I wonder, is there the sources for the exporter and converter available freely? (and what language)
I can code a bit now in c++, java, c#, and c. (Learning c++ made all that easy!) And if the source would be distributed, theres a chance that someone (not neccessarily me) could make a standalone program to convert and export, as well as fix the filepath problems in the xmls.

The source is available in glexemel-0.1a.zip at http://http://glest.org/files/contrib/tools/.
It is C code and the programs are "standalone" (only depends on libxml2). So, i don't understand what you want.

Idanwin

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Re: G3D is to complicated.
« Reply #10 on: 16 November 2008, 10:47:24 »
Yes and No, at first I couldn't get it to work, but then once I got it to work it became very easy.
The only problem is that the XYZ axis are a bit messed up.

I understand however that as long as it doesn't work you're going to stay complaining and asking for a better solution for making models...

I'm planning to complain about the fact that my map editor doesn't work anymore (my virtual windows doesn't want to start up, it can't find any snapshots).

Omega

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Re: G3D is to complicated.
« Reply #11 on: 16 November 2008, 15:08:52 »
The XYZ axis allows you to see the unit's height easier (but makes it harder to get the size right).
I really don't mind that, since I set the defaults of blender to start with a cube facing that way (no camera, no lamp-perfect for glest!).
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Idanwin

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Re: G3D is to complicated.
« Reply #12 on: 17 November 2008, 17:36:37 »
Ah, it's meant to be messed up...

titi

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Re: G3D is to complicated.
« Reply #13 on: 17 November 2008, 22:49:09 »
g3d is ok in my opinion. The process of making g3d is a bit difficult but really only a bit. Compared to how much time is needed to learn blender its really really easy! So if you can make a model its really only a small step to to export .g3d . With my latest script, I really have no more problems in linux.
So even the process is quite ok now for me.
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modman

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Re: G3D is to complicated.
« Reply #14 on: 23 November 2008, 01:57:04 »
No, I agree totally with titi.
What is the alternative?  I kind of like the fact that Glest almost has it's own file extension for 3d models. (at least I thought it was; I think I read that somewhere)
The process is OK, but it takes some steps for me...I have to use command prompt, and that might scare some newbies away (but what newbie is also a modder anyways?)
Also, I do wish I could export to g3d straight from Blender and import all the animations and textures.

hailstone

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Re: G3D is to complicated.
« Reply #15 on: 24 November 2008, 09:54:58 »
viewtopic.php?f=4&t=3916&p=19453#p19453

Yggdrasil is wanting people to test his modified blender script that runs xml2g right after generating the xml file.
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