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SparkyNZ

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Everything posted by SparkyNZ

  1. 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.
  2. SparkyNZ

    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..
  3. SparkyNZ

    Old-School 3D Wireframe Modelling Tool

      And open source too! Thanks for that.     Thanks again - plenty of options.
  4. SparkyNZ

    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.
  5. SparkyNZ

    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.
  6. SparkyNZ

    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.
  7. SparkyNZ

    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. :-)
  8. SparkyNZ

    Old-School 3D Wireframe Modelling Tool

      ..and use Blender you mean?
  9.   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. 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.
  11.   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.
  12.     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++.
  13.   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.
  14. Hi. I'm quite keen on writing a retro-game similar to Mercenary/Damocles. What sets these old games aside from modern 3d FPS games (in my opinion) is that Damocles consisted of a full 'solar system'. The player could fly to various worlds within the system and the planets/moons all orbitted each other. I have been having some fun learning about UDK at the moment but Is it possible to create a system such as this with UDK? I'm thinking that UDK will only allow me to create one world but please do put me right on this. If its not possible with UDK (3) then is something that is possible with Unity or a similar tool? Indeed it is possible to perform flight (simulation) with UDK?   I do have experience in C++ programming for 15+ years. I had considered tackling this task using OpenGL but it would be far more enjoyable to use a tool to do the majority of work if possible.   Any help appreciated, thanks.
  15.   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 :-)
  16. 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.
  17.   Hey thanks heaps for this. I understand what you are saying and I think it is the "switch-over" that would be the most complex task to solve. I don't have any intentions of using loads of textures etc - it would be very minimalistic (think early 1990's). As long as I can transition from space to world that would be the ticket.. which I guess would have to be done when the proximity of the sphere is such that it no longer appears to have a rounded surface?   It may be worth me having a look at Unity. Unless I can combine multiple engines, I don't think Unreal/UDK will work for me.. (perhaps I'm wrong) If its possible to quickly load up one of these engines and switch it over via some code of my own then perhaps that could work.. but I there would be lag in doing so.. unless the Unreal level loading can be done via code/script somehow instead of using its 2D level loading tiled map.
  18. SparkyNZ

    Retro wireframe vector graphics

      OK.. will do. I'd downloaded a couple of Blender objects and wanted to check them out with the viewer.. just to kid myself that they would load in something else other than Blender etc. Understand what you're saying. I'll give it a try tomorrow.. really do want a new laptop though.. May have to try it on the work laptop instead ;-) Thanks. I'm always torn between Mac and Windows laptop - Mac tends to win since the battery still works. :)
  19. Hi. For many years I have had a secret desire to knock up a game similar to Mercenary. What I would like to do is create a world with see-through 3d vector models, or wireframe models. I am very experienced in C/C++ and have had a little play with OpenGL in the past. What I would like to know is whether somebody could point me in the direction of a good free modelling tool what will do 3d wireframe objects and export to an easy to use common format which I can then easily pull into a program of my own and render .. Probably via OpenGL. Hidden line removal modelling option could be useful. Anybody have any useful recommendations please?
  20. SparkyNZ

    Retro wireframe vector graphics

      Hehe! It works a treat! I just loaded NeHe lesson 05 onto my Mac, added the above line and Battlezone here we come! See-through wireframe spinning pyramid and cube.   I couldn't get ASSIMP working on my Windows laptop (probably useless gfx card - even the viewer wouldn't start with some DirectX 9 3D complaint) and getting it all to work on the Mac is currently in my 'too hard' basket for now. Got Blender installed though..   I may give http://ogldev.atspace.co.uk/www/tutorial22/tutorial22.html a go if I can find a way to get one of these libraries such as ASSIMP working - either on my Mac or laptop which is due replacement.
  21. SparkyNZ

    Retro wireframe vector graphics

      That site rocks! I bought his book "Beginning OpenGL Game Programming" (Luke Benstead). Don't know if I'd need the second book or not for what I want to do though..?
  22. SparkyNZ

    Retro wireframe vector graphics

      Thanks heaps for all that info Eddie! If it weren't for work, kids and my nerdy GeekTunes iPhone app, I'd be diving into that right now! I'm itching to have a play with all this. Its been 2 years since I last played with OpenGL but I still got my test apps, tutorials and books. :)   Be careful.. you may be hearing from me again. :)
  23. SparkyNZ

    Retro wireframe vector graphics

      I hadn't actually realised how smart Elite was (I always knew it was really smart but..) I forgot it didn't have truly transparent objects. Now that is really cool. :) Mercenary was "see through" for everything.. Its actually something like Mercenary that I would like to have a go at creating. I keep Googling for "games like mercenary damocles" but never find anything. Sure, I got MDDClone etc but it would be really good (for an old retro like me) to play something very similar but different. And like I said.. I've wanted to have a go at creating my own world since I was 17 or so.. I think the Elite-style "non totally transparent" wireframe objects would be good to try.   I gave the NeHe tutorials a blast a couple of years ago but that was a distraction from the 2-D OpenGL stuff that I was doing at the time. I'll have a play over the weekend hopefully. Big question is does Blender allow you to see objects in wireframe in this manner or would I have to construct objects filled? Surely it will allow a wireframe preview? (Wish I had more time!! :) )
  24. SparkyNZ

    Retro wireframe vector graphics

    Thanks I will check these out. Blender did pop up lots when I did some searching but I wasn't sure if it would suit for Battlezone/Elite/Mercenary style models. The big question though : how would I render a model as wireframe only?
  25. SparkyNZ

    Retro wireframe vector graphics

    40 in Jan.. I am one of the wise ones. Now what was I saying? My Ram fails me.. I guess the reason you can do blackface culling is because you would draw the faces as polygons .. Same as you would if filled polygons only they are non filled (outlined) polygons yes?
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