Open Machines?
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@Judas
I think obj should work anyway. Is it importing the .x into blender that removed every 5th triangle, but the exporter works fine?EDIT: By exporter I meant the program that pulls the model out of machines.
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The Exporter/Converter is the part that removes the 5th triangle. Blender is working as it should (free and perfectly smooth)
(Blender doesn't allow importing .x files tho)
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@Judas
Ah, hm. That's weird. I'm going to see if there are any other converters and probably test this one as well. -
I've asked the guys that created the converter if we could get a free key (even if it's only for a single use), this being the product of love, sweat and tears. :) (But looking at others is wise, as I don't know if they'll respond positively if at all)
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@Judas Wait, you need 3D Object Converter?
...just asking.
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@Encrypted
That's the one we need yes. You have a license?
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Nah, nah. But if I get enough money I might want to give you the license.
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YES YES YES!
Zoltan, the creator of 3D Object Converter has very generously given us a FREE LICENSE!
So, soon I'll be able to upload the model files 100% intact!
Edit: My god. That looks amazing. (For 1999 3d models, of course)
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@Judas
Wow.I didn't expect that to happen. Did he give you a limited time or unlimited time license?
Anyway, that's great. I've been working with UE4 in the meantime so I guess we can see how these would do as placeholders.
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Unlimited, but personal license.
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My.
Dear.I'm at a loss of words!
So, anyway... seems like it'll be easier to make OpenMachines? No?
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@Encrypted
Yep. Much easier. In fact, I even dare to state that things like 3D models and textures are the #1 reason these kinds of projects fail. Everybody can create a single 3D model for show, but nobody wants to create all 695 we've just extracted with the click of a button.
Anyway, to make a game you have a couple of components, three of which are the most important:
Engine, Textures, 3D Models.
With those three combined you can place objects and actors in an environment and make them do things/interact. With the Unreal Engine we have #1, we can reuse most of the textures of Machines so we also have #2 (until we find suitable replacement) and with the 3D-models we finally have #3. (Again, until we find suitable replacement)
By reusing the models, we've managed to cut about 200 Hours of 3D-modelling time (by an experienced 3D-artist) and it will make it much easier (in fact, this alone makes it possible) to create some sort of product with PR-value that will attract new, interested and hopefully skilled people to the project.
Now, we still need to think about animating the models, improving the models and texturing the models (The actual process of putting textures on a model is also a field of expertise) but we've managed to cut considerable time with this. Probably years, taking into account the speed at which we were going.
Pretty surprised nobody did it before me though. The tools were right there on the download page, haha.
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So you say that OpenMachines will have HD models and textures based on previous Machines models.
Sounds fair.
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@Encrypted
No, it will probably be crap and that's what we should aim for at the moment because we have no resources.
Perhaps, maybe, when and if people take notice, perhaps maybe perhaps we will be able to create HD models and textures. But currently we're light-years away from that point.
And what I mean with "Until we find suitable replacement" is: Until we find somebody who can create crappy models that are marginally better than what we have, purely to minimize IP-troubles. We use these older models to incite enthusiasm with the old guard and new peeples, hopefully people with experience, over the interwebs
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Yeah, as of right now I'm just working on RTS code since I will use it in the future whether it's for completion of the project or not.
Because it's just planned to work toward a machines multiplayer prototype at the moment. I'm currently undecided of where to go after doing so. (Whether to make it OS, work on commercial project, etc)
So the main thing to focus on is just making it work, and that's where we're going before worrying about much else.
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We could always decide to switch from OS to some form of commercial project in the future. This doesn't mean we have to use the traditional 'Buy game, get game' model.
I'm all for doing as much free as possible, so I think we should create and give out the basic system for free. Especially seeing most of the work is done by other people (All the models, textures, for example) asking money straight away wouldn't be morally justified.
However, if we give out the basic system for free, the people that want to earn a buck or two can provide (paid) add-ons.
Perhaps that's the best of two worlds?
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Sounds like we need to start dev.wiredforwar.org back up.
In addition, someone should start a GitHub organization up for OpenMachines and add us all as contributors.
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@Judas
So of course nobody will be asking for money from other people's work. Until everything is original content, nothing would be sold, and a prototype would most likely start out as a free game.And of course, if the game were to be a commercial product, all developing parties would have to be compensated fairly, which would be another thing to figure out.
@Judas said:
We could always decide to switch from OS to some form of commercial project in the future. This doesn't mean we have to use the traditional 'Buy game, get game' model.
Agreed, again I think we should get a prototype out and see where to go from there.
@Hayden So I think we'll use a personal git server that we've set up, and we can just have contributors access as needed. And yeah, I suppose the dev site would help.
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Sound like we're in agreement then :D
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As long as we're going OSS, I think a GitHub org would be better than a personal git server. They've got a lot of great tools there for managing the repo and project, plus it's friendlier to OSS devs who typically use GitHub.
Plus we can always set up our own build servers and whatever else to pull from GitHub.