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My game ideas
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chronozphere
DeleD PRO user


Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Fri Mar 11, 2011 5:45 pm    Post subject: Reply with quote

Oh I thought you did the character (I just know you can model those things). Wink

Anyway, the spinning water wheel is nice too. Smile
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sat Mar 19, 2011 6:21 pm    Post subject: Reply with quote

Thanks for the compliment. Chrono, but as long as DeleD isn't exporting animations,
i think i'm not able to create animated characters. The spinning wheel i realized with DAZ,
and rotating the whole object isn't a real animation.
Sure it would be great; i'm just modelling a cow and other animals, and animate them
would add much atmosphere; also flags on houses, birds and much more.... but i am bound on DeleD's capabilities.
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun Mar 20, 2011 7:20 am    Post subject: Reply with quote

That's looking great. If you search GG, there is a way to make the water ripple away from your water wheel in a thread somewhere. That would make it look a little more realistic. I did a quick cursory check, but my eyes are still too blurred to find it. (it's midnight and I'm off to work) Confused
As for making a character for torque, it's probably going to be your biggest challenge. Torque uses a specific bone structure for it's avatars, unless you want to make all new animations. Search for the blue guy. (I think I have it) I do know that someone posted the bones for milkshape. (I may have it too) I'll look more when I get home tonight or tomorrow. (if I don't get blown away. 45 - 50 mph winds and rain right now) Anyway, to stop rambling, I really like what you've done thus far. Getting to know a new engine is always a pain and a lot of work. You've done well.
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Mar 20, 2011 6:23 pm    Post subject: Reply with quote

Hi Trucker!
First - come home good and relax. Maybe i have some questions about Torque3D soon.

But for today i must show some of my "redoing Meynheim". As i said, i have to
refine all models, especially the houses i made. So i add a little "specific" to all houses, like the helmet-sign on this:



Another new instance is where you can hire a carriage:



And i had an idea to improve the gardener of Meynheim:
In motion you can see it here:

http://harpersoft.de/Meynis/Torque/Greenhouse.wmv

Have fun !
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun Mar 20, 2011 7:19 pm    Post subject: Reply with quote

I like. Smile

Here's blue guy You'll probably have to convert it in (gag) blender tho as it is in the .max format. It will show you the bone structure and setup if you want to use the default animations in torque.

This may help you even more as it includes a pdf explaining how to setup the bones for an avatar. (I have collected wayyyyyyy too many resources for torque) Very Happy

Hope those help you when the time comes. Setting up the avatar bones (from what I've heard) is a bear. (to put it mildly)

Edit to add: WOW. That green house looks awesome. Smile
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Timpuktu
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Joined: 09 Aug 2004
Posts: 86
Location: Finland, Helsinki

PostPosted: Tue May 10, 2011 4:37 pm    Post subject: Reply with quote

Hi harper.

I just wanted to say that i admire your skills and Meynheim is look's absolutely stunning. Cool
Maybe someday i can take a walk in Meynheim. Wink I will most definetly keep my eye on your project.

- Timpuktu
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MadMikeAU
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Joined: 18 Apr 2011
Posts: 38
Location: West Sydney, NSW, Australia

PostPosted: Wed May 11, 2011 12:00 am    Post subject: Reply with quote

trucker2000 wrote:
...
Here's blue guy You'll probably have to convert it in (gag) blender tho as it is in the .max format. ...


I'm pretty sure that even Blender (spit) can't handle .max
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Jul 28, 2013 8:06 pm    Post subject: News from Meynis Reply with quote

Hello beloved DeleD Community!

Yes, i am back developing my little world called Meynis. After years of professional confusion and some deep decisions to make,
i finally got back to what i want to do. All the time you did not here something from me, i always found time to model this and that,
even at work. This was inspiring and also recreating.
Now i have made hundreds of things, started a dozen of interieurs where i can use them, wrote 10% of the story behind the game
(using my new notepad in the garden) and thought alot about the economics in Meynis.
But the most exciting things were building a litte world - with a logical geography, water flows and -falls, a complete hydraulic system.
Also i invented some new features to my world - it's no longer medieval, it's something other. You will see no revolutionary news!
But now it could work. If you have 5 minutes (80 MB) to download, see my actual version of Meynheim:

http://www.harpersoft.de/Meynis/Meynheim2013b.wmv

Started 3-4 complete new terrains, the next project is making the surroundings of the city. Finally i get the "ground cover"-system,
and now i can make forests and foliage. I want reed at the river and more, as cornfields etc. In my next video i hope to let you
enter some of the buildings; in the surrounding are not only some farmers, there will be the new graveyard,
the stone mine, a vineyard, two mine entrances and more to come.

And: Every quarter of the city will get more decoration; fences, signs amd more. Now you see only the lo-res-models of the houses.

So please be patient, things go slowly but strong.
Thanks to DeleD, my power to be creative.
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moraldi
DeleD PRO user


Joined: 08 Sep 2005
Posts: 112
Location: Hellas

PostPosted: Sun Jul 28, 2013 8:32 pm    Post subject: Reply with quote

You love this place, and you've done a great job so far. Keep going!
Due to my living job I have left the forum a year ago. This is a good reason to turn back and see nice stuff like yours!
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granada
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Joined: 07 Aug 2004
Posts: 1951
Location: England

PostPosted: Mon Jul 29, 2013 10:02 am    Post subject: Reply with quote

You got a great look going in there,very nice Very Happy .

Dave
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Wed Jul 31, 2013 11:06 am    Post subject: Reply with quote

Youve done great. I look forward to runnig around that town. Smile
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Thu Aug 01, 2013 4:02 am    Post subject: Thanks Reply with quote

Thanks!
It's good to be here again.
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1193
Location: Wilts England

PostPosted: Fri Aug 02, 2013 7:39 am    Post subject: Reply with quote

There is more than just time that has been poured into this project. I'd love the opportunity to be able to sample this with other people and watch it come alive with sounds and movement.

Do the buildings have interiors?
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sat Aug 03, 2013 7:28 am    Post subject: Interiors? Of course! Reply with quote

Hi Andrew,
of course there will be interiors. I made the first ones in my early days - remember Martha the Herbalist?
As my project is focused on crafting and economics, the town is only the container for several instances, like workshops and others.
Just now i integrate some of them in Torque, but often its easier to create them new as fix a hundred bugs i made in my early days of modelling.
So the newer rooms look (and work) much better.
One funny thing is: the insides are somewhat greater then the surrounding house. But 3rd-person-view is only for running outside.
In the buildings will be 1st-person-view, because you will have to manipulate tricky little items.
So take a look at some examples:

The "machine house"


where Meynheims first commercial steam engine stands:


another view:


The metal foundry outside:


inside it has quite other dimensions:


this is work-in-progress, so i will harmonize the in-and-out.


not so big is the difference at the apothecary:


and inside:


Hope you enjoy the new pictures.
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CC
Member


Joined: 26 Nov 2010
Posts: 24
Location: Maine, U.S.A.

PostPosted: Sat Aug 03, 2013 9:39 pm    Post subject: Pictures Reply with quote

Hi harper,
I gotta say you just keep getting better. I have been following your work on the forums and am always impressed. Obviously you put a lot of study and time into your work or maybe its play to you. Doesn't matter as long as you like what you are doing and I get the impression that you do. Very Happy
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