# SparkyNZ

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1. ## Old-School 3D Wireframe Modelling Tool

Definitely. I did spend quite a bit of time with some Blender training vids on Youtube but it was taking a while. I had pinned it for a later date to return to thinking I wouldn't need it during my retro-revisitation but..
2. ## Old-School 3D Wireframe Modelling Tool

And open source too! Thanks for that.     Thanks again - plenty of options.
3. ## Old-School 3D Wireframe Modelling Tool

1. Ideally I would like a simple program (with side, top, front and perspective views where I can draw wireframe models - perhaps using primitives such as cubes, pyramids, lines and be able to move the vertices around in 3D coordinate space 2. If I had a pyramid for example, I would like it to appear as float arrays similar to this: float vertPyramidXYZ[] = { 0.0, 0.0, 1.0, -0.5, 0.5, 0.0, 0.5, 0.5, 0.0, 0.5, -0.5, 0.0, -0.5, -0.5, 0.0, }; int linesPyramid[] = { 0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2, 3, 3, 4, 4, 1, }; This would allow me to export my own objects back into an Amiga game such as Mercenary written back in the late 1980's. Mercenary in particular was written in 680x0 assembly language and my language of choice for the past 20 years has been C. So when I want to manipulate bytes, I use C. Other modern day formats are far too complex for this purpose without converting the data contained within them.   Mercenary draws its objects by drawing lines. It iterates through the list of lines getting source and destination vertex indices. Those indices are used to look up the 3D coordinates from an array such as my vertPyramidXYZ example and then it draws a line in 3D space between the 2 vertices.
4. ## Old-School 3D Wireframe Modelling Tool

I disagree. I said: "I'd like to find something out there which will let me create relatively simple models and export vertex and line information to a simple file format or even C arrays etc."   If you refer to the below link, there are 2 tables describing exactly what I am talking about.   https://en.wikipedia.org/wiki/Wire-frame_model   The game I'm fiddling with stored models in the same method as described in the link above. It stores 3D vertices coordinates and then lists the vertex pairs which form each edge.   If there aren't any tools around capable of doing this, then that's OK - I'll write my own. The other thing I considered this morning is deriving this information from face vertex information in an OBJ or similar file - that should be straightforward for me to do because its just a matter of factoring out a lot of the vertex chain information.
5. ## Old-School 3D Wireframe Modelling Tool

Thanks Goliath - I just gave this a try. It worked OK on Win8 in XP compatability mode. The only problem is that the C file seems to contain way more than what I was after. I tried adding a cube primitive and expected to see 8 vertices somewhere in the C output but it was full of heaps of mesh information. All I want are vertice coordinates and then a table of which vertices are used to make an edge if you know what I mean. I should check the formats that Blender does produce - I know it exports quite a few and there may be a few plugins too I guess? Specifcally what I am looking for is vertices and edge information - I just had a look at an example OBJ file and they are similar to the anim8or C files - textures/faces are described with vertices rather than edges.
6. ## Old-School 3D Wireframe Modelling Tool

Thanks. Yeah.. I haven't decided yet to be honest. I realise I can do wireframe in OpenGL and load objects via ASSIMP etc but I haven't decided whether to do it this way or draw lines. I'd like to do hidden line removal so it probably would make more sense I guess. At the moment I'm just wanting to create simple objects that I can potentially load back into old Amiga/Atari ST games in whatever format they're stored currently.. I have a number of plans and side projects. :-)
7. ## Old-School 3D Wireframe Modelling Tool

..and use Blender you mean?
8. ## Old-School 3D Wireframe Modelling Tool

Hi, I would like to make some simple 3D wireframe models - such as Elite spaceships, Mercenary buildings, Battlezone etc. I'm talking 80-90's retro wireframe modles here.   Rather than writing my own, I'd like to find something out there which will let me create relatively simple models and export vertex and line information to a simple file format or even C arrays etc.   I don't really want to use something as complicated as Blender if I can avoid it.   Can somebody recommend such a tool?   Thanks.
9. ## Is it possible to export Unity scenes and load via ASSIMP?

I don't honestly think I will abandon Unity. Well.. no way - I like it too much. Its good for me to learn more about whats available. I'll probably tick a few boxes of my own and then come back to it.. not that I will actually leave it. I'll check out the asset store and even look into the possibility of plugin/extension customisation myself perhaps.. but thats some time away. Unity has already proven my multiple world concept for me within a few days of effort (few days being following a couple of tutorials and experimenting on my own). That just spells "powerful" in my book. Blender is great fun too. I feel as though I've been missing out all these years. :)
10. ## Is it possible to export Unity scenes and load via ASSIMP?

Hey this worked really well! Thank you! Very easy indeed. I've managed to load an OBJ into Blender easily enough. I must admit I don't fully understand how materials and textures work so I don't know how I'm going to get those out of Unity as yet. I have located the folders to where the Materials/Textures are stored (.PNG and .META files) but how they would be combined with the OBJ model within Blender or within code via ASSIMP remains a mystery to me.
11. ## Is it possible to export Unity scenes and load via ASSIMP?

Hi. I hear what you're both saying and I am just experimenting at the moment. If I want to make use of a scene thats already been created for Unity within a tutorial then it would be nice to borrow one of those scenes while I fiddle with my own engine. My own 'engine' would be similar to a C++ construct that you'd find in any 3D game programming book.   The main reason I'm looking for alternatives to basic Unity is mainly around asset and scene streaming. I have a simple Unity project that consists of only 2 planets right now and I can walk around the planets or fly between the two, land and walk around etc. I've had a very quick look at http://www.pixelcrushers.com/scene-loader/ but I'm not sure if that will work for me since I'm not using flat scenes. I figured that once I start to get complex I may want to stream load assets when the player starts to approach planets - something I thought was only a feature of Unity Pro.   I have to admit that its also a learning/fun challenge I'm setting myself. I like the idea that I can make things happen with Unity in very little time but at the same time I'm keen to get under the hood and see how it all fits together. I'm sure people think I'm nuts but it is what it is.   For making scenes from scratch, it probably does make more sense to use Blender and then I could import the scenes into whatever engine I choose to use. For me, its just avoiding the need to learn new tool after tool. I started this journery with UDK, moved to Unity with the goal of learning how to use Blender to create simple models. I like Unity and don't really want to scratch it off so to speak. But do I really want to learn about the Blender engine and scripts just yet when I've only just started having fun with Unity?   As for experience, I have little experience in game development. I am very much a dabbler who's been dabbling in all aspects of programming for over 30 years - mainly C/C++.
12. ## Is it possible to export Unity scenes and load via ASSIMP?

Thanks I'll have to have a look at this! I'm not really that familiar with Blender at the moment. I've been spending heaps of time playing around with Unity and its nice to be able quickly set up scripts etc and use the built-in editor for placing objects, making terrain etc. I'd be doing it by hand if I did it in my own code. Once I get used to Blender, it may be the way to go. Its all a learning curve and a journey.. :) I'll see if I can export and load an OBJ.
13. ## Is it possible to export Unity scenes and load via ASSIMP?

Hi. I am relatively new to Unity, OpenGL, ASSIMP and Blender. I have written basic OpenGL programs, and experimented quite a bit with Unity lately. I'm tempted to use my own game engine or an open source one instead of Unity - just to give me complete control over things and I cannot afford nor justify \$1500 for a copy of Unity Pro for my non-profit hobby projects.   So.. I was wondering if there was a way in which I could mock scenes up within Unity and then export them somehow to a flexible format that I could manipulate myself.   I'm not talking about exporting scripts and other properties - just a bare-bones placement of any meshes/models/materials that I import etc.   Any ideas what I could use?   I guess my other option could be to use Blender and its own game engine etc - all I really want is the ability to mock-up/prototype environments and then pull them into my own code.
14. ## Tools for creating "Multiple World" games such as Damocles

Thanks again for taking the time to reply to my subject. Having worked through a stack of UDK tutorials, I scrapped that and installed Unity instead. It looks similar so I'll see how far that will take me. Luckily I only need to understand skeleton frameworks of these engines so its not like I need to understand lighting, particles etc to any great depth. I should be able to get an idea of whether Unity will do what I require (or whether I myself figure out how to use Unity as I require) in the not too distant future.   If I do manage to achieve my concept, then I can consider adding clouds and textures :-)
15. ## Tools for creating "Multiple World" games such as Damocles

Check out Damocles with the MDDClone http://mercenarysite.free.fr/mddclone_31_en.zip This allows seemless travel to planets and moons without any loading screens etc. Good old one man development from Paul Woakes on the Amiga. The graphics are simple filled polygons but they work great. No shadows or fancy lighting in this game. This is all that I want to achieve.