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19th December 2007, 08:36 PM | #1 | |
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Re: Possabilities & Advantages of AC3D
Quote:
I don't know if you've looked at the AC3D user gallery yet, but there's lots of good examples of things people have done: http://www.inivis.com/gallery.html To make pictures for the web from AC3D, you can copy the view window, or use an external renderer to produce the image such as POVRay. As far as games, AC3D is used by people making content for X-Plane, Second Life and several other games. My company makes coin-ops, and we use AC3D a lot. In fact, most of the 3D stuff in our gallery (http://www.tfpsoft.com/about/gallery/index.html) was made with AC3D. |
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4th May 2008, 08:51 PM | #2 | |
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Re: Possabilities & Advantages of AC3D
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17th June 2008, 06:48 PM | #3 |
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Re: Possabilities & Advantages of AC3D
So do did you create a plugin to export to your games map format or are you parsing the AC3D file?
How do you handle rotations on repeatable objects? Do you even handle repeatable objects? Thanks |
18th June 2008, 05:45 PM | #4 |
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Re: Possabilities & Advantages of AC3D
Nothing that simple im afraid. My game involves a large city, so I am using ac3d to mark out the positions of brushes (brushes in the BSP sense). Mostly, they are just a box with the word "this is actually a shop lol". At load time, rather than using the geometry of the box, i use a mesh from a separate .ac file, where each child of the the "world" node is a separate model with some data in the data tag. The purpose of the box is to enable me to position where the shop would be. The 3x3 rotation matrix and the position vector are applied to the new object before it is spawned, and then added to the physics engine.
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19th June 2008, 08:27 AM | #5 |
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Re: Possabilities & Advantages of AC3D
So how do you handle getting the rotation information for your "shops" from the layout ac3d file?
Did you create a rotation tool that when you apply rotations to the box it stores the rotation information in the data string of your object? Or did you do something easier? Thanks |
19th June 2008, 08:37 AM | #6 |
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Re: Possabilities & Advantages of AC3D
What I do is to take the first polygon, and look at its bottom most edge. Because I am only rotating the buildings in the Y axis, this will present a vector that is rotated by a certain amount away from the Z direction. I use the dot product against (0,0,1) and some magic to create the 3x3 rotation matrix. Then, I combine this with the loc tag to create a 4x4 transformation matrix. This means I do not have to use any mods for ac3d.
For moving objects such as bottles, I am using an in-game editor to place them, letting the physics engine bring them to rest, and then storing their positions in an SQL database. |
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