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View Full Version : Little help needed. (offtopic to the max)


Metal Alex
8 Jun 2008, 13:39
Ok, it may be offtopic, but I didn't know where to start... If any mod has the urge to delete this, please wait till I get any answer D:

You see, I had been planning to make a labirinth on 3D, and to be able to walk in it. I've already modeled around 20/100 floors, and, using Google Sketch-up I can walk on the inside with a very basic 1st person view walking mode, but hard to control/activate properly. The thing is: Do you guys know anything that could help me walk in 1st person view, or even make a program to run it? or something?

I had this thing in mind, but when I realised it wasn't leading anywhere, I quitted it, but now I was feeling like giving it a try... But of course, I need to know if it would work in the end :p

Plasma
8 Jun 2008, 13:54
First questions: why are you making it, and why do you need to be able to see what it's like in 1st person view?

Metal Alex
8 Jun 2008, 14:36
First questions: why are you making it, and why do you need to be able to see what it's like in 1st person view?

I'm making it because I always wanted to do something like that. And abviously, the only way to see that kind of thing is in 1st person view. Or else, tell me how to see a 3D representation of a 100 floor labirinth properly... At least, the way I'm making it, with balconys on the upper floors would require 1st person view to see it properly.

This is an image of it, with a glass material, just to show how is it.

31483

That's an old pic I had in here, but you see the idea. It's too hard to post 100 floorplans of it, and then, expect not to get lost between the floor change, because it's quite tricky.

super_frea
8 Jun 2008, 14:39
Christ! How long did that take you?

Metal Alex
8 Jun 2008, 14:52
Christ! How long did that take you?

Actually, it follows a pattern, on a 7x7 grid, so it's easier than it seems, but it still takes its time (modelled, copy pasted on the grid, and then, make sure it matches). I made it on my spare time, from time to time, so I couldn't really say a number. Also, spent quite some time writting it on paper before modelling. So add that time.

However, the most annoying part is the balconys... the handrail were a pain to place. Didn't exactly match the pattern at first, and had to remake them at one point.

MrBunsy
8 Jun 2008, 21:57
Ideally some way of importing it into a 3D game engine, I suppose. A quick search for importing sketchup's files into GTKradiant doesn't find anything useful. Nor does it into UnrealEd, so that's two good options out the way.

Unless you feel like re-making it in either of those editors, that is :p

Metal Alex
8 Jun 2008, 23:27
Unless you feel like re-making it in either of those editors, that is :p

oof... Too much work, and getting used to a new program... Anyways, I can convert those to .dwg and .3ds

The extensions for Autocad and 3D Studio... I'll try to look at those again, just in case.

.JeT
14 Jun 2008, 00:02
This looks promising. Though, i have to ask, how is this topic offtopic, if there were no topic to start with, and we have been ontopic all the time?

Sorry for being offtopic.

Metal Alex
14 Jun 2008, 17:38
This looks promising. Though, i have to ask, how is this topic offtopic, if there were no topic to start with, and we have been ontopic all the time?

Sorry for being offtopic.

I meant that as non T17 related AT ALL, but yeah, you kinda have a point...

Anyways, if it was freeware, to share it and that, it'd be PERFECT. The Quake thing looked promising, but... Well, I don't have that game :p Something that creates a standalone exe would be AWESOME, but I doubt it even exists. Tweaking Google sketchup would be another option, since the only thing that didn't work were the controls, and that program is easy to share.

MrBunsy
14 Jun 2008, 18:09
I may have found a way to get models from sketchup to UnrealEd, so if you've got a copy of UT2004 you could give it a go.

This page (http://www.russelllowe.com/tutorials_index.html) has a plugin for sketchup which allows it to export to .ASE (and a very patronising slow flash tutorial), which can be inported into UnrealEd as a static mesh. Then you can just build a simple map around it, add lighting and a spawn point and away you go.

Not had the chance to test it, though, and it still needs a copy of UT2004/2003, maybe UT3?

robowurmz
14 Jun 2008, 18:29
If you port it as a 3DS, there's a converter available to turn it into a Source Engine .mdl, so you could plop a huge great big labrynth prop into Gmod and run around in it there. Or any HL2-based game in fact, just use the console command "prop_physics_create <modelpath>" so if it was called "Labyrinth.mdl" and in the models/stuff/ folder, it'd be

prop_physics_create "stuff/Labyrinth.mdl"

and away you go!

Metal Alex
14 Jun 2008, 19:01
If you port it as a 3DS, there's a converter available to turn it into a Source Engine .mdl, so you could plop a huge great big labrynth prop into Gmod and run around in it there. Or any HL2-based game in fact, just use the console command "prop_physics_create <modelpath>" so if it was called "Labyrinth.mdl" and in the models/stuff/ folder, it'd be

prop_physics_create "stuff/Labyrinth.mdl"

and away you go!

UHM... Now THIS is interesting. I do have that game, but I can't load it on my laptop without it going slow, and Deathmatch doesn't even load. This means Gmod, doesn't, too. :p

I'll have to wait until I get the new PC I was planning to get after the exams. To fool around it. And since this game is more widely used... I could live with it.

Any other options are still welcome, though :) But thanks for the help so far.