need modeller for linux...

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Guest

need modeller for linux...

Post by Guest »

Lets say I want to start developing games using Irrlicht, I want to do the development entirely in Linux (Fedora Core 3)... What should I use for a 3d modeller, I know GIMP for textures and such... but I don't know of a good 3d modeller for linux, also Im pretty sure IrrlichtNX is my best bet for linux... And thats about it.... help on the modeller would be appreciated...
kAd
Posts: 45
Joined: Fri Jun 10, 2005 8:46 pm

Post by kAd »

hello
try this http://www.blender3d.org/

and have fun ^_^
[ Enzys http://enzys.online.fr ] : Un MMORPG français en dev (^_^)Y
afecelis
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Post by afecelis »

hehehe, yeah man! where have you been hiding?

Blender totally rocks!

also wings3d:
http://www.wings3d.com/
:wink:
Guest

Post by Guest »

If those don't work for you then look through the wiki :D

http://www.irrforge.org/index.php/3D_Mo ... #3D_Editor
Guest

Post by Guest »

after some time it appears that new Blender versions are better and better. I don't use Wings3D anymore :) All blends in Blender:)
melon2005

Blender Radiosity export to Irrlicht

Post by melon2005 »

There's actually one thing I'm wondering about (I would even love to write python script with a little help): RADIOSITY EXPORT.

Blender generates really cool looking radiosity which can be used later for example in Blender's Game Engine.

Is there any possible way to export object generated in Blender (with radiosity data) into Irrlicht?

I know (and use) Blender->oct->fsrad->oct->irrlicht but this is of course not real shortcut for doing things, especially when you never really know what you'll get.

I'm little short with theory here: so, is it possible?

That kind of exporter would make Blender - which is amazing anyway :)- even more useful for Irrlicht graphicians/programmers.

Any ideas?
vermeer
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Post by vermeer »

Been discused recently, but trying to summarize what I think is state of things...


-equinox 3d, good spline based modeller for linux, I think recently got some kind of support of lightmaps.

-In Blender, You can bake radiosity(not only radiosity, i think), and all, even you can also bump and normal maps in Blender using the following script (new since the latest post I have from this here) (oh, you need Blender 2.37 at least, that is, probably the actual oficial one (2.37a, though it was said to work with 2.37, surely works with oficial 2.37a)) :

http://www.alienhelpdesk.com/index.php?id=22

That little wonder is something I haven't tested...Why ?

Well, having LMMaker free now, purchased Giles, learnt the hard way to use FSRAD and MIM/OCT tools, I have little to no need to use more, besides now I'm not in the midst of any level editing project...

But if I had the time, I'd test that one. Maybe is the solution.


Now, being only in Linux...I doubt you could use the DOS proggie OBJ2MIM...if you could, it'd be a matter of just exporting an OBJ out of blender to which you asigned the baked uv texture as texture. You'd have a previous copy of the model with other UVs than the generated by the blender raybaker script, and its texture. You give em both objs to obj2mim, it outputs a mim file, use the MIM loader to load in irrlicht.


In worst case, you can just render huge textured with lighting baked: ie : a whole one for a whole wall, another for the floor, etc. All smashed into uv channel 1 (the only one you have in Blender, actually)
Finally making games again!
http://www.konekogames.com
vermeer
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Post by vermeer »

btw, the OCT way will lead to no smoothed models, and fsrad doesn't consider well curved surfaces when generating the lightmap.

I'd stick to OBJ-->MIM , whatever the workflow.
Finally making games again!
http://www.konekogames.com
vermeer
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Post by vermeer »

BTW, I rather prefer Wings3d for modelling. And happily, you can very well export OBJs from Wings to Blender. Imho is yet quite better modeler.
Finally making games again!
http://www.konekogames.com
melon2005

Post by melon2005 »

I've tried Wings3D once, it's nice modeller, but I still use Blender mainly for one reason: it flows with my imaginations instead of making "technical difficulties" :).

This is of course personal preference, and I'm far from trying force anyone to change her/his tools :).

Right now I'm testing bake script (thank you vermeer for the link) - but it's still hard to say: is it really so slow or am I making something wrong? ;)

But well, this is a really good for a start, so thanks again, I'll share "my experience" with baking as soon as I get one :)
melon2004
Posts: 13
Joined: Tue Jul 27, 2004 6:53 pm

Post by melon2004 »

Here is the news...

Baking texutres with Blender to Irrlicht is still very like playing Doom3 demo on nightmare level - a lot of pain with bad feeling that you are about to end up with nothing. I guess that's the price of using scripts that are not selfexplaining,

Anyway - after few hours of struggling I've succeeded with something like that:

Object (with bone animation) which I wanted to import to Irrlicht (of course with texture, shadows and all that stuff):
Image


Then, after some time I got baked version of it. The main problem (in my case) seems to be animation, so maybe it's safer to bake static mesh, and do animation after:
Image
As you can see - not bad. That looks better when moving, but it's test object anyway.


And finally, object imported to Irrlich. Not a big surprise it's looking almost exactly the same as in Blender:
Image
(sorry for poor quality, it's screenshot from divx file).

Generally most important thing here is ability to make object look in the game as they look in Blender (when you create them). So thats I guess is the answer for those of you, who want to make all from start to end in Blender.

Baking whole level would be slow as hell, this method is problably good enough only for characters and smaller objects - but I can be wrong.

Btw. what's wrong with this forum? It's horribly slow. :(
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