Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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Latest topics
» THIS FORUM IS NOW OBSOLETE
Art Team: We Need You! - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
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» Build Error Code::Blocks / CMake
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» Hello! I can translate in japanese
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» On Leave (Offline thread)
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» Devblog #14: A Brave New Forum
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» Application for Programmer
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» Re-Reapplication
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» Application (programming)
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» Achieving Sapience
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» Microbe Stage GDD
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» Application for Programmer/ Theorist
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» Application for a 3D Modeler.
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» Presentation
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» Application of Sorts
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» want to contribute
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» Music List Thread (Post New Themes Here)
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» Application: English-Spanish translator
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Daniferrito
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Daniferrito


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 18, 2013 6:32 pm

Could someone try to export any of the models to .mesh and see if they work on the game? I'll put a how to put them ingame, you dont even need any kind of coding or recompiling or any of that.

I've been fighting with blender for a few hours and it finally gave me some kind of .mesh, but now it is telling me that the format is invalid. Probably with an alredy working copy of the modeling program the model was initially made on, it could work better.

First step, geting the adequate exporter for your model. You can find a list of all avaible exporters at: http://www.ogre3d.org/tikiwiki/OGRE+Exporters
Make sure the exporter gives out .mesh files, not .scene. All exporters either state to give out one or the other.

Once you have exported, you should have a .mesh archive and probably a .material as well. We will be implementing the .mesh only, you can scrap the other for now (actually dont, upload them somewhere so i can get them both).

Rename the .mesh file to "Sinbad.mesh".

Go into the latest release of the game (it must be version 0.0.9, any other will not work), into the folder called dist/media/packs.

In there there should be some .zip files. Open the one called "Sinbad.zip" and replace the Sinbad.mesh file with your model.

Save the changes, close the .zip file and run the game. Hopefully, it wont give out any error. If it does, make sure the error doesent say "cannot find resource Sinbad.mesh", because that would mean that you didnt name your file correctly.

Finally, post your results here, with a download link for the Sinbad.zip file, the whole dist folder or any other download that contains your files.
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Theusfilipe
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Theusfilipe


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 18, 2013 6:50 pm

Well now they are all in .obj Three times is the charm

One thing, when they are imported back they lost their color and opacity, so the chloroplast that is supposed to be all green will become a random pile of colorful spheres. I don't know how to change that.

I'm moving to a new place, so this week is kinda tough, but a cooker and cilia might be coming.
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Thriving Cheese
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Thriving Cheese


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 3:33 am

ok. I'll check them out when I get home.

EDIT:
@Theusfilipe: Try sending the textures as a separate file. Then can I/(people with blender) just add the textures inside Blender, and vice-versa for you/(anybody with 3d studio).

@Daniferrito:
Daniferrito wrote:
(Legendary army of text)
I could try it when I get home.
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Daniferrito
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 3:59 am

Thriving Cheese wrote:
I could try it when I get home.

Great!, let me know of your results.
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Thriving Cheese
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Thriving Cheese


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 11:25 am

Wich one of the python versions should I download?
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Daniferrito
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 11:56 am

for the blender one, it says 2

http://www.python.org/getit/
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Thriving Cheese
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Thriving Cheese


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 12:06 pm

Daniferrito wrote:
for the blender one, it says 2

http://www.python.org/getit/
2.7.4?
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Daniferrito
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Daniferrito


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 12:15 pm

The latest one. All 2.x releases are suposed to be backwards-compatible. The only problem is that 3.x is not compatible with 2.x

So yes, 2.7.4
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Thriving Cheese
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 3:58 pm

I'm sorry, but I doesn't sucseeds to get the .mesh exporter for blender to work.
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Daniferrito
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 4:04 pm

So you didnt get the .mesh at all or did it gave you an error when puting it in? What part are you stuck in?

We should get some way of geting files into .mesh, or we will have to model them programatedly, which wont be nice nor easy.
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Thriving Cheese
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 4:20 pm

I got python and the .mesh exporter files. I put the .mesh exporters files were thr instruction page told me to and then I installed python , also on the demand of the instructions. And then there where no more instructions, so I thought it should be ready and done. But I couldn't find in the add-on list, even after clicking on install addon from file, and then choosing the .mesh exporter files. Still didn't work. I then found some more instructions in a file that came with the exporter telling me to write some lines in the script window. Sadly the console just produced a message saying that it did'nt know that command.
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Daniferrito
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 19, 2013 5:02 pm

What version of blender are you using? Could you try to download an older version of blender (the one the exporter states) and see if it recognizes the addon?
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Thriving Cheese
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptySat Apr 20, 2013 2:08 am

I gotta go away for some time over some of the weekend, but I'll try it when I get back.

EDIT: OK, I'm back.
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Thriving Cheese
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 1:44 am

Yes!!! I've finally got an exporter to work, just gonna test that thing now!!!

EDIT: I've tested it now, but hte game just says "This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."
And then it chrases.

Here's the file http://www.mediafire.com/view/?b6eu555c9k1h8ob
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WilliamstheJohn
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 2:44 am

Thriving Cheese wrote:
Yes!!! I've finally got an exporter to work, just gonna test that thing now!!!

EDIT: I've tested it now, but hte game just says "This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."
And then it chrases.

Here's the file http://www.mediafire.com/view/?b6eu555c9k1h8ob

Strange.
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Thriving Cheese
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Thriving Cheese


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 2:59 am

WilliamstheJohn wrote:
Thriving Cheese wrote:
Yes!!! I've finally got an exporter to work, just gonna test that thing now!!!

EDIT: I've tested it now, but hte game just says "This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."
And then it chrases.

Here's the file http://www.mediafire.com/view/?b6eu555c9k1h8ob

Strange.
Indeed very strange.
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Daniferrito
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 4:08 am

Great! I found the problem. It happens that after exporting it to xml, we had to convert it to .mesh.

For that, OgreXmlConverter is needed. Just unzip it and drag the .xml to the file OgreXmlXonverter.exe (althrough the main way is through console comands, for help with that, read the readme).

That gives out a real .mesh, which you can put into the resources. The model that shows in my screen doesent look like the one i exported (at least from this angle), but i'm sure it is our model. The one you posted just seems like a plain sphere.

Now i'm trying to see how to add a skin to the model, so it doesent look plain white.

Edit: I found it. For anyone interested, i had to remove the explicit .material asignation from the code and just copy the original .material file into the .zip. I also had to rotate and zoom the model to be able to see it well. You can see the result in the download below.

The problem now is that i exported the Producer.blend file, which had some kind of green form in the inside and 3 balls around it. It only seems to have exported the central piece. Probably there is some trick inside blender to mash all the little pieces together so they form an unified model. Also, to all modelers, it would be great if the models had their "top" face (the onle looking at the player) facing the y axis (the green one at blender) so we dont have to rotate each one into their right position.

The download i promised:Download


Last edited by Daniferrito on Thu Apr 25, 2013 5:40 am; edited 2 times in total
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Thriving Cheese
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Thriving Cheese


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 5:01 am

Great!

About the Producer, I think the reason might be that the green thingey in the middle is a normal/classic/standard mesh but, the three ball thingeys are meta-balls, and they maybe doesn't export to .mesh like the normal meshes.

and about the y axis up thing, OK, I'll do that In the future, and I can also change my "old" microbes to the y axis.
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Daniferrito
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 5:09 am

Well, probably there is a way to convert the meta-balls into plain models, fixing them. They would lose their functionality, but they would look the same while they are fixed.

Dont change every model yet. we could just put one line so every single model we load is rotated into the right direction, as long as every model needs the same transformation.

There are 26 more minutes to upload.

Edit: Uploaded
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Thriving Cheese
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Thriving Cheese


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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 1:24 pm

@Daniferrito: Of some reason it only shows a third of the game, on a third of my screen, so I can't see the character.
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Daniferrito
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 2:22 pm

Delete the ogre.cfg file that is in the same folder as thrive.exe. That should allow you to edit your resolution and all of that. Actually, the releases should come without that file untill we set up an in-game options menu for graphic options.
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Thriving Cheese
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyThu Apr 25, 2013 2:38 pm

@Daniferrito: Thanks it worked now.
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Thriving Cheese
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 26, 2013 3:28 pm

I'm back with anew microbe!: The Eater microbe!(The green ones)
Spoiler:
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WJacobC
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 26, 2013 3:58 pm

Fantastic, Cheese. These microbes look awesome. Any luck on exporting them as .mesh files?
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Thriving Cheese
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PostSubject: Re: Art Team: We Need You!   Art Team: We Need You! - Page 2 EmptyFri Apr 26, 2013 4:00 pm

WJacobC wrote:
Fantastic, Cheese. These microbes look awesome. Any luck on exporting them as .mesh files?
Yes, I've succesfully sucseeded to get a .mesh.xml exporter to work, it just needs that you then converts them from .xml to normal .mesh, wich luckily Daniferrito seems to know how to do.
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