Go Back   the Magicball Network > Forums > LBA Modifications > LBA Modifications - General
Buy LBA1/Relentless from GOG.com Buy LBA1/Relentless from DotEmu Buy LBA2/Twinsen's Odyssey from DotEmu Buy LBA2/Twinsen's Odyssey from GOG.com Buy Little big Adventure from GOG.com or DotEmu Buy Little big Adventure 2 from DotEmu or GOG.com

Welcome to the Magicball Network.

You are currently viewing our site as a guest which gives you limited access to view most discussions and access our other features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content and access many other special features. Registration is fast, simple and absolutely free so please, join our community today!

If you have any problems with the registration process or your account login, please contact contact us.

Reply
 
Thread Tools
  #101  
Old 2008-03-12, 12:26
panadol's Avatar
panadol panadol is offline
Panadol It's My Choice
 
Join Date: Sep 2002
Location: Unknown
Posts: 888
Send a message via MSN to panadol
Rofl, nice work on those images Alex, Chaos

thank you for updating it Alexfont
__________________
Twitter
Youtube
Steam
Reply With Quote
  #102  
Old 2008-11-10, 07:46
Lightwing Lightwing is offline
.
 
Join Date: Oct 2000
Posts: 6,963
Send a message via ICQ to Lightwing
I'm sorry. Excuse me. I must be an idiot of elephantine proportions.

I can't figure out how to use this program. Specifically I can't figure out how to select polygons / create polygons / etc.
Reply With Quote
  #103  
Old 2008-11-10, 15:01
Kobold's Avatar
Kobold Kobold is offline
Magic Ball Master
 
Join Date: Jun 2006
Location: Germany
Posts: 7,336
Afaik creating new polygons isn't possible. All work I've seen done with this program only involved moving polygons around.
Reply With Quote
  #104  
Old 2008-11-10, 23:01
xesf's Avatar
xesf xesf is offline
Magic Ball Master
 
Join Date: Sep 2002
Location: Dublin
Posts: 7,767
Take a look at the help file for a quick begin.

This program isn't complex like a common 3D editor. With it you can't yet use the mouse to touch every element of a model. This are future features I have in mind when I figure out how to create a models from scratch without making the game to crash.

You can mess around with an existing model and change it to whatever you want to, but with the limitation to not delete neither add new polygons.

I've been investigating the format more this days for the Prequel engine, but still got a lot of things unknown.
__________________
Personal Blog - blog.xesf.net

TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
[Discuss]|[Download]|[Changes]|[SourceCode]|[Issues]


The Sacred Carrot website
Reply With Quote
  #105  
Old 2008-11-11, 21:29
Lightwing Lightwing is offline
.
 
Join Date: Oct 2000
Posts: 6,963
Send a message via ICQ to Lightwing
This program is an increadible feat. You should put this on your resume if you haven't already.

However, to make this a working 3d modeling tool here are some features you might need to add:
  • Make vertex points, edges, and polygons (faces) selectable with a mouse.
  • Make the ability to extrude edges and polygons.
  • The ability to cut edges/polygons or insert edge loops.
  • The ability to merge vertex points together.
  • And of course, the ability to move vertex points, edges, and polygons/faces in 3d space.
  • You probably have to be familiar with a 3d rendering software like Maya or Max to get an idea for what I'm talking about.

You would probably need a decent team of programmers to create something like this, though.
Reply With Quote
  #106  
Old 2008-11-11, 21:39
LBAWinOwns's Avatar
LBAWinOwns LBAWinOwns is offline
Magic Ball Master
 
Join Date: Mar 2004
Location: Sweden
Posts: 5,571
Send a message via MSN to LBAWinOwns
Alexfont, I think you must already thought this thought, but have you considered an approach to create a converter for popular 3D-file-formats?

LBA Image Creator has that approach. It will be a hell of a lot harder when you add another dimension in space and time , but have you considered it? and what made you not choose the current approach of designing the characters in the program itself?
__________________

LBA Image Creator project
(image by leoboe! )

Get the Jump-Save-Bug graphically explained here
Reply With Quote
  #107  
Old 2008-11-11, 22:46
Lightwing Lightwing is offline
.
 
Join Date: Oct 2000
Posts: 6,963
Send a message via ICQ to Lightwing
Well, an OBJ to LBA1 model converter would be better, because then we could use any sort of modeling software and import the stuff into LBA1.

I would also imagine that it would be easier to create an OBJ converter than an entire 3d modeling software. The question is: how would we convert animation. Typically, animation is recorded via skinned/rigged models. I don't even know what method LBA1 used to animate their characters. Did the Adeline team use skeletons or just manually moved around polygons per keyframe?
Reply With Quote
Reply

Tags
lba model editor, lbanimator studio

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
My Christmas gift for the MBN... Battler General 62 2017-05-26 23:22
MBN's 6th birthday elmuerte News 38 2006-12-20 09:01
Aule - the MBN account birthday Aule Member Announcements 6 2004-11-16 22:19
Happy Birthday Dusk! G.A. Zogem Off topic 16 2002-06-24 11:46
Happy Birthday Fp!!!!!! Double-J Off topic 23 2002-06-23 20:41


All times are GMT +2. The time now is 11:23.




News Feed
Powered by vBulletin®
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright ©2000 - 2016, the Magicball Network