An idea for making 3D players that are better than those of Minecraft.

rarkenin
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by rarkenin » Fri Mar 29, 2013 01:03

jordan4ibanez wrote:This are an a bad idearp


Can you please explain your reasoning?
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by prestidigitator » Fri Mar 29, 2013 04:41

rarkenin wrote:...I have done no compression/dissolve/poly reduction yet.

Hmm. I have the feeling you might be making things more complicated for yourself than necessary. With such a simple model you really want to be going the other way: a relatively simple control mesh plus modifiers like subsurf. If necessary (i.e. the exporter can't handle modifiers) you temporarily apply the modifiers before exporting, but keep your working model intact. A boxy model should never get complex enough that you have to work to reduce the poly count.
 

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by jojoa1997 » Fri Mar 29, 2013 05:05

I don't think that should be added to default unless it becomes easier ro make twxtures for. Falso rhis will break sin moda. I say ir is a no go.
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by Linxx » Fri Mar 29, 2013 05:16

the biggest problem i have witht he new 3D player model is it will close a door with a huge amount of skins for players....
 

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by prestidigitator » Fri Mar 29, 2013 05:51

Linxx wrote:the biggest problem i have witht he new 3D player model is it will close a door with a huge amount of skins for players....

Hmm. Yeah. I see people from time to time suggesting making a custom skin generator using Javascript or something. What if instead a Blender file were published that was all setup for texture painting and baking? "Open the file in blender, use the paintbrush, click this "Bake" button, then go up to this pane and save the image." If the Blender UI layout is setup correctly then those are steps which shouldn't be too hard to follow even if you've had zero experience with Blender. And the best part is that the development effort is close to zero (the coding effort IS zero).
Last edited by prestidigitator on Fri Mar 29, 2013 05:51, edited 1 time in total.
 

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by Linxx » Fri Mar 29, 2013 06:41

prestidigitator wrote:
Linxx wrote:the biggest problem i have witht he new 3D player model is it will close a door with a huge amount of skins for players....

Hmm. Yeah. I see people from time to time suggesting making a custom skin generator using Javascript or something. What if instead a Blender file were published that was all setup for texture painting and baking? "Open the file in blender, use the paintbrush, click this "Bake" button, then go up to this pane and save the image." If the Blender UI layout is setup correctly then those are steps which shouldn't be too hard to follow even if you've had zero experience with Blender. And the best part is that the development effort is close to zero (the coding effort IS zero).

well if the model change happens we might need a sticky thread wiith the instructions....
 

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by rarkenin » Fri Mar 29, 2013 11:43

prestidigitator wrote:
rarkenin wrote:...I have done no compression/dissolve/poly reduction yet.

Hmm. I have the feeling you might be making things more complicated for yourself than necessary. With such a simple model you really want to be going the other way: a relatively simple control mesh plus modifiers like subsurf. If necessary (i.e. the exporter can't handle modifiers) you temporarily apply the modifiers before exporting, but keep your working model intact. A boxy model should never get complex enough that you have to work to reduce the poly count.


The problem isn't the high poly count of the mesh. I just wanted to emphasize that the mesh is still in its working state.

But if anyone wants to make changes, and take over, go right ahead.
Last edited by rarkenin on Fri Mar 29, 2013 11:46, edited 1 time in total.
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by jojoa1997 » Fri Mar 29, 2013 12:40

Another problem is ThE texture size. Those files will be really large with the clarity of it.
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by rarkenin » Fri Mar 29, 2013 14:41

jojoa1997 wrote:Another problem is ThE texture size. Those files will be really large with the clarity of it.


My textures are only 150-300 KB for a full body texture in 1024x1024, thanks to PNG compression. It's not as bad as it seems.
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by Mito551 » Fri Mar 29, 2013 15:02

you don't have the .x file, hence it doesn't work
 

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by rarkenin » Fri Mar 29, 2013 15:05

Mito551 wrote:you don't have the .x file, hence it doesn't work


The .x file is obtained by running export from Blender with the DirectX mesh exporter enabled. The problem is that the character.x that IS generated either lacks animation, is highly malformed, or crashes the game. Please read more carefully next time.
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by Zsoltisawesome » Fri Mar 29, 2013 15:23

Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100


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by rarkenin » Fri Mar 29, 2013 16:36

Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100


Look at Prestibags, then.
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by Tedypig » Fri Mar 29, 2013 17:29

rarkenin wrote:
Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100


Look at Prestibags, then.


I don't and won't use ANY bags mod BECAUSE of the fact that they are round.
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by Zsoltisawesome » Fri Mar 29, 2013 17:49

Tedypig wrote:
rarkenin wrote:
Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100


Look at Prestibags, then.


I don't and won't use ANY bags mod BECAUSE of the fact that they are round!


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by moukotiger » Sat Mar 30, 2013 00:17

Why bother with worrying about minecraft skins?
this isn't minecraft and trying to force it to be minecraft is limiting to this engine.

Why the heck not use the engine to make a skyrim type of game?

anyways.....

here is my stab at a new player model....almost rigged using a standard rig from Carnegie-Melon's .bvh files and at only 298 tri's
still need to unwrap it, but I am confident I can make it fit the skin used by the character.blend that came with the source.

Image

I've added rudimentary 'hands' and any other models could use the 'hand' bone as a tag
I've also added feet.

There may be a for more poly's added to help hide ugly gaps between arms/legs/torso depending on how basic animations look.
 

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by Inocudom » Sat Mar 30, 2013 00:35

moukotiger wrote:Why bother with worrying about minecraft skins?
this isn't minecraft and trying to force it to be minecraft is limiting to this engine.

Why the heck not use the engine to make a skyrim type of game?

anyways.....

here is my stab at a new player model....almost rigged using a standard rig from Carnegie-Melon's .bvh files and at only 298 tri's
still need to unwrap it, but I am confident I can make it fit the skin used by the character.blend that came with the source.

Image

I've added rudimentary 'hands' and any other models could use the 'hand' bone as a tag
I've also added feet.

There may be a for more poly's added to help hide ugly gaps between arms/legs/torso depending on how basic animations look.


I recommend adding a neck and decreasing the diameter of the legs as they go to the feat a little more. You may want to make the arms a little thinner in terms of diameter too. Other than that, your model is looking pretty good.

I like your model too, rarkenin. It is good for players that like the Minecraft style, but is also unique.

I hope both player models will make it into a mod one day.
 

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by onpon4 » Sat Mar 30, 2013 04:42

Regarding Minecraft compatibility, here's my two cents:

Minecraft compatibility is a good thing. There are tons of skins for Minecraft already and it's easier to win someone over who plays Minecraft if they can use their favorite skins. Obviously, Minetest can't be distributed with nonfree skins, but players can use the skins themselves (e.g. with the Skins mod, or even better, something built-in that allows your skin to be customized to something on your computer even when you're on someone else's server).

On the other hand, a custom model that looks better than Minecraft's could be nice. It could make Minetest look better than Minecraft in one way.

So I think it would be great for a new, better model to be added and used by default. Heck, Minetest could be modified to allow custom models within certain size restrictions, and that would be even better. In any case, the Minecraft-like model should still be available so that Minetest has that compatibility advantage.
 

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by rarkenin » Sat Mar 30, 2013 12:10

Well, with the model I've made, I've done pretty much all I can animating and building it. Now I need to figure out how to export it with animations without crashing Minetest(I scripted exporting with most possible settings available in the Export to DirectX window, but to no avail.
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by Inocudom » Wed Apr 03, 2013 13:04

This topic hasn't had any responses lately. How are things going?
 

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by rarkenin » Wed Apr 03, 2013 18:38

Inocudom wrote:This topic hasn't had any responses lately. How are things going?


I'm still looking for someone that can figure out how to export it proerly. I'm using a bleeding edge Blender so that could be using the problem for me.
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by stu » Wed Apr 03, 2013 19:18

rarkenin wrote:
Inocudom wrote:This topic hasn't had any responses lately. How are things going?


I'm still looking for someone that can figure out how to export it proerly. I'm using a bleeding edge Blender so that could be using the problem for me.


Does this help?

http://forum.minetest.net/viewtopic.php?id=4728

Not sure if Full Animation is needed but it works for me.
 

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by rarkenin » Thu Apr 04, 2013 00:11

I'll take a look when I can. Thanks! I've really abandoned this in favor of other Blender projects for other, unfortunately, so you're welcome to take over if you'd like.
Last edited by rarkenin on Thu Apr 04, 2013 00:12, edited 1 time in total.
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by Inocudom » Thu Apr 18, 2013 15:43

Were you able to make any progress, stu? New player models for Minetest would give the game a sense of individuality.
 

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by stu » Thu Apr 18, 2013 21:53

Inocudom wrote:Were you able to make any progress, stu? New player models for Minetest would give the game a sense of individuality.

Sorry, I am more in favor of keeping the existing blocky model. However, it would be nice to see improved animations, with knee and elbow joints, moving head, etc.
 

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by Linxx » Fri Apr 19, 2013 01:19

stu wrote:
Inocudom wrote:Were you able to make any progress, stu? New player models for Minetest would give the game a sense of individuality.

Sorry, I am more in favor of keeping the existing blocky model. However, it would be nice to see improved animations, with knee and elbow joints, moving head, etc.

i agree with this....
 

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by Inocudom » Fri Apr 19, 2013 01:25

rarkenin wrote:The mesh is almost done, except the head and face which are a little buggy.

Image

I'll upload the mesh and UV template if anyone wants it. I just want to finish it first.


rarkenin wrote:Updated meshes and sample textures:
Tarball

Zipball

I'd love to have others do textures. The UV layout template is inside either of the archives above.


Rarkenin did make this model. It might have the needed animations and could be the answer. Thing is, it needs to be imported properly into Minetest. You could make it an optional model and leave the current one in the game.

It looks like the links above don't work anymore. If Rarkenin is willing to upload the model again, he will need to use a different site. Any ideas?
Last edited by Inocudom on Fri Apr 19, 2013 01:33, edited 1 time in total.
 

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by sdzen » Sun Apr 28, 2013 17:17

why does one not make the new model compatible with the skins as well?, It shouldn't be too much of a stretch to do that.
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by Inocudom » Tue Apr 30, 2013 00:59

Pavel_S created wonderful models for the simple_mobs mod. I am hoping that he can create player models for Minetest to give the game more variety and uniqueness (the current player model looks like it came from Minecraft, has no neck, and has arms that are the same size as the legs.) Rarkenin might not re-upload the player model he created.
 

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by rarkenin » Tue Apr 30, 2013 10:39

Inocudom wrote:Pavel_S created wonderful models for the simple_mobs mod. I am hoping that he can create player models for Minetest to give the game more variety and uniqueness (the current player model looks like it came from Minecraft, has no neck, and has arms that are the same size as the legs.) Rarkenin might not re-upload the player model he created.



I'm not going to reupload as I am quitting Minetest. If I am asked personally in ##minetest-0gb.us where I now lurk planning my Minetest clone(in Java), I can reupload.
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