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How to share models?
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AWM Mars
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Location: Wilts England

PostPosted: Sun Feb 28, 2010 1:04 pm    Post subject: How to share models? Reply with quote

If I have created some models, and wish to either or, share them with everyone on the forum, or have them included in the Prefabs, how would I do that?

I have a powerful server with around 15tb bandwidth, where I can host them for distribution.

The reason I wanted to do this is simple. When I started, I just simply wanted to create scenes, not spend hours making doors, skirting, light switches etc. Now that I have spent that time, I'd like to give those to anyone who is like me, and just wants to build scenes.
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harper
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PostPosted: Sun Feb 28, 2010 1:16 pm    Post subject: sending prefabs Reply with quote

Good question!
How are the textures handled? Must the "receiver" have the same textures in the same folders?
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AWM Mars
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PostPosted: Sun Feb 28, 2010 1:32 pm    Post subject: Reply with quote

I've noticed some of my prefabs loose their textures, especially if I have used a material that includes a texture and a colour layer.

To save space, I do housekeeping and delete all the empty texture folders that are created for every project openned. This makes a very long journey from one end of the folders to the other in the Materials Editor, if I don't. Sometimes, simply deleting this empty folder, seems to confuse DeleD and it will not load the textures from the orginal source folder when I re-import the object.
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AWM Mars
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PostPosted: Tue Mar 02, 2010 7:46 pm    Post subject: Reply with quote

Okay, I'm going to kick this off by donating some of the models I have made. They are all my own work, you are free to use them in your own work, give them away for commercial and or personal use. Please do not sell them, or allow them to be noted as anyone elses work. You can sell your own projects, using my models, without any reference to me, and or royalties.

Then can be included in the Prefab packs if so desired. Smile


http://www.working.yourinside.com/Models/My6PanelDoor.dpf


http://www.working.yourinside.com/Models/3IslandTerrain.dpf


http://www.working.yourinside.com/Models/Blackboard.dpf


http://www.working.yourinside.com/Models/Easel.dpf


http://www.working.yourinside.com/Models/FlipTopDesk.dpf


http://www.working.yourinside.com/Models/InternalFlushDoor.dpf


http://www.working.yourinside.com/Models/Globe.dpf


http://www.working.yourinside.com/Models/Skirting.dpf


http://www.working.yourinside.com/Models/RoofTruss.dpf


http://www.working.yourinside.com/Models/RoundBackChair.dpf


http://www.working.yourinside.com/Models/Stool.dpf


http://www.working.yourinside.com/Models/TeachersDesk.dpf


http://www.working.yourinside.com/Models/Wallpanel.dpf

Use the Right mouse click on the URL links, and choose 'Save Target As' from the menu.
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Paul-Jan
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PostPosted: Tue Mar 02, 2010 8:08 pm    Post subject: Reply with quote

Wow, thanks a lot for sharing!
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harper
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PostPosted: Wed Mar 03, 2010 5:56 am    Post subject: sharing models Reply with quote

Thanks for pushing forward the idea of a DeleD-community-wide database of our own free models, AWM Mars! But:
There is still to tell, how i can share my fully UV-mapped (and textured, of course) models easily to others.
And: Your door has some open ends:


With this door it is easy to use it with my own textures, but there are objects, where the right, individual texture/material is important. And often the modelling is relatively easy, but the mapping is the main part of the work.. Who has an idea ?
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chronozphere
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PostPosted: Wed Mar 03, 2010 8:44 am    Post subject: Reply with quote

Quote:

Who has an idea ?


I do. Use my NashaUV plugin available here Wink

I just picked up the project again. Stay tuned for more UV mapping functionality. Very Happy
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AWM Mars
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PostPosted: Wed Mar 03, 2010 11:00 am    Post subject: Re: sharing models Reply with quote

harper wrote:
Thanks for pushing forward the idea of a DeleD-community-wide database of our own free models, AWM Mars! But:
There is still to tell, how i can share my fully UV-mapped (and textured, of course) models easily to others.
And: Your door has some open ends:


With this door it is easy to use it with my own textures, but there are objects, where the right, individual texture/material is important. And often the modelling is relatively easy, but the mapping is the main part of the work.. Who has an idea ?

Open Ends? Can you explain that?
From what I can see, DeleD creates quite a few unconnected vertices when subtracting, even single arms that do not serve any purpose, and grows expotentially the more you do to a single or merged object.

To share my models I simply created prefab version and hosted them on my server. Sharing my models is one thing, I don't believe sharing textures, unless you create them yourself, is perhaps wise.
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harper
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PostPosted: Wed Mar 03, 2010 12:07 pm    Post subject: Open ends Reply with quote

Quote:
AWM Mars said: Open Ends? Can you explain that?
From what I can see, DeleD creates quite a few unconnected vertices when subtracting, even single arms that do not serve any purpose,


That's why i prefer only the very basic functions like inset and extrude, to have the total control over every single vertex. I try to keep my models as clean as possible (no multiple faces etc.) but that costs time, i know.
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AWM Mars
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PostPosted: Wed Mar 03, 2010 12:13 pm    Post subject: Re: Open ends Reply with quote

harper wrote:
Quote:
AWM Mars said: Open Ends? Can you explain that?
From what I can see, DeleD creates quite a few unconnected vertices when subtracting, even single arms that do not serve any purpose,


That's why i prefer only the very basic functions like inset and extrude, to have the total control over every single vertex. I try to keep my models as clean as possible (no multiple faces etc.) but that costs time, i know.

Understood. I am a novice in model making. I also appreciate there are even greater novices than I out there trying to use DeleD. If nothing else, perhaps you could explain how to resolve those open ends, we could all learn.
I have been playing with Extrude and Inset recently. I am not profficent in their use, nor to any degree to share any models created with them. I would like to learn more.
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Paul-Jan
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PostPosted: Wed Mar 03, 2010 6:28 pm    Post subject: Reply with quote

About sharing models + textures, try using the Package Exporter, available here. It will export the model and all used textures in a single zipped file with a fixed folder structure. Anyone with the Package Importer can then simply import that file (merging the textures into their own texture folders).

Soon to be open sourced, so if there are any issues please tell us about them. Will probably be integrated into the Delphi core shortly after, because it's kinda essential functionality.
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AWM Mars
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PostPosted: Wed Mar 03, 2010 6:40 pm    Post subject: Reply with quote

I mentioned the risk of sharing textures, simply because there are a lot of 'free' texture distribution websites about. Many are supported by the same authors who post their work.

However, there are a lot of people who take other people textures and post them as their own. Like chinese whispers, the origins become blurred and any potential copyright restrictions, lost.
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harper
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PostPosted: Wed Mar 03, 2010 8:11 pm    Post subject: correct models Reply with quote

To Paul-Jan: I will test this package-plugin soon...

To AWM Mars:
Here i show my way to build a door like yours. It starts with a cube, where i divide the front face into 5 slices:


The vertical edges i divide 7 times, and delete the unnecessary vertexes:


Reducing obsolete faces i merge the central vertical bar,


select all the inner rectangles and "inset":


Again, select all "inner squares" and extrude them "reverse" by moving the mouse to the left; So you "intrude" them:


Now you select all of the "innerest" faces,


move them along Z,


extrude them again,


now to my taste, i resize the new faces a little bit smaller,


and now you have a model with no loose ends, no doubled ore useless edges and so on.
But here also starts the lousy job: Extruded, or "intruded" faces have no correct UV-values.
They are still 1-dimensional:


So here it where it goes: Select all faces, make a box-mapping, open a beer or have a good cigar and map.....


When you texture your models, your UV-mapper will show, where your errors are,
so have a look all the time, that all your poly's fit together properly
without doubled ones etc.
The modeling of this take abaout 5 minutes, 20 extra for the visualisation,
but correct mapping maybe take about 1-2 hours.
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AWM Mars
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PostPosted: Wed Mar 03, 2010 8:35 pm    Post subject: Reply with quote

Interesting technique, and useful for making a door but not the same door I made.

Its single sided, has no mitred beading around the door rebates for relief, all the rails are the same thickness. Top and Bottoms rails are broken up by the mullion, as is the horizontal bars. I am a Carpenter and Joiner by trade, so would try and make it as real as possible Rolling Eyes

I have to admit, there has to be a smart/cleaner way to get to the same result I did, but a small price to pay for speed. What may help a lot is, the subtract and optimise functions having settings, so you can choose between weak and agressive cleanups etc.

UV mapping is something I find easy, perhaps we should team up Smile
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harper
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PostPosted: Wed Mar 03, 2010 8:59 pm    Post subject: Fine tune Reply with quote

You can fine-tune every geometry, to fit it to your carpenters wisdom, when you do it with a model that fit's any GPU's need.
Both sided without double work? Delete the backface, double the model, Z-mirror and reposition it, and combine those two halfs.
I always construct things as clean as i can to reduce the GP-load as much as possible. Displaying a worthless edge takes the same time as any other one. Very important when you are near the limit of any existing graphic-card. So i look at the results and add finetuning where it is necessary. Looking the models textured, lightmapped etc. tells you what to do.
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