ZModeler3 suggestions/wishes
Moderator: Oleg
mmm... oleg, u can go mad at me if u wanted to cuz im asking a question that i think might be stupid... i havent read the whole stuffs in this topic. but... will zmodeler 3 have animations and supports to reflect objects around when animation is played on the program? well... there goes my stupid question... i'm too foolish...
Another R34 Lover? Maybe?
- Cessna tomtom
- Posts: 31
- Joined: Tue Jan 12, 2010 2:56 pm
Will it support Rendering animation? For example: You could map some animation out and then clcik the play button and whatch your model perform that animation?
Also i would think some regular rendering would be great too if it was to be implemented into Zmodeler 3
Another cool idea could be some more 'Standardised models' for example.. In 3ds max you can make a teapot and i think you can do lettering too.. Especially lettering would be a cool addition in Zmodeler three, and it would be great if you could add to it yourself; more fonts, etc etc
But it would defonatley take less less time to make writing for specific models.
Another thing, will it be FULLY writen in C++?
Could you give a list what you plan to add which has not been mentioned?
Also i would think some regular rendering would be great too if it was to be implemented into Zmodeler 3
Another cool idea could be some more 'Standardised models' for example.. In 3ds max you can make a teapot and i think you can do lettering too.. Especially lettering would be a cool addition in Zmodeler three, and it would be great if you could add to it yourself; more fonts, etc etc
But it would defonatley take less less time to make writing for specific models.
Another thing, will it be FULLY writen in C++?
Could you give a list what you plan to add which has not been mentioned?
yup, the Play button will be and animation will perform in viewports.
regular rendering - doubtful.
some extended primitives models - probably these could be added, but not a "standardised models". Probably, some sort of your own "prefabricated models" loaded from .z3d files, but the "File\Merge" does exactly the same...
the lettering is a pretty desireable thing, but I haven't research any bit of a subject yet.
pure C++, nothing else . So, external scripting or any other language addons are impossible.
nope, there is no such a list. At the moment I'm still improving the UI, then an overal workflow improvement will be made.
I haven't mentioned a "compound object" uproach thing. It's still a subject to research, but I'm planning to make an objects to be more complex and hold different meshes. For example, the only object "door" will be instead of a set of dummy, LOD0, LOD1, LOD2 models, Ok/Damage models for these lods and Collision models. Thus, you can switch object to any desireable state, or switch the entire scene to to desireable state (e.g. "show LOD1 damaged version" or "Show collision for LOD0").
Also, a Drag and Drop support will be widely available. For example, it's possible to drag textures from textures browser to materials editor; the same thing will be with objects browser and other widows where obejct reference applies; for example, there will be list of object's materials in use and you could be able to drag materials from materials editor onto this list to perform quick "replace usage of this material with that one".
regular rendering - doubtful.
some extended primitives models - probably these could be added, but not a "standardised models". Probably, some sort of your own "prefabricated models" loaded from .z3d files, but the "File\Merge" does exactly the same...
the lettering is a pretty desireable thing, but I haven't research any bit of a subject yet.
pure C++, nothing else . So, external scripting or any other language addons are impossible.
nope, there is no such a list. At the moment I'm still improving the UI, then an overal workflow improvement will be made.
I haven't mentioned a "compound object" uproach thing. It's still a subject to research, but I'm planning to make an objects to be more complex and hold different meshes. For example, the only object "door" will be instead of a set of dummy, LOD0, LOD1, LOD2 models, Ok/Damage models for these lods and Collision models. Thus, you can switch object to any desireable state, or switch the entire scene to to desireable state (e.g. "show LOD1 damaged version" or "Show collision for LOD0").
Also, a Drag and Drop support will be widely available. For example, it's possible to drag textures from textures browser to materials editor; the same thing will be with objects browser and other widows where obejct reference applies; for example, there will be list of object's materials in use and you could be able to drag materials from materials editor onto this list to perform quick "replace usage of this material with that one".
wait yeah! all we need is to save gta lights data! so we dont need 3dsmax tool to put neons on our cars!
and ofc we need shadow rendering too :\
2 of those are my most important wish. it's boring to make our own flat mesh as shadow and i cant even make neon datas on 3dsmax cuz i cant use 3dsmax...
and ofc we need shadow rendering too :\
2 of those are my most important wish. it's boring to make our own flat mesh as shadow and i cant even make neon datas on 3dsmax cuz i cant use 3dsmax...
Another R34 Lover? Maybe?
Just found this topic http://forum.zmodeler2.com/viewtopic.php?t=4935
And did it will be possible in Zm3?
Also text with fonts is realy easy to do it in 3ds Max, all windows fonts are supported even downloaded fonts works. see Attached screens
And also did Zm3 will suport rendering?
I want to say this is possible in 3ds Max.aRLaN6 wrote:How can I weld objects together (to achieve a smooth surface) without the UV Mapping getting all messed up?
And did it will be possible in Zm3?
Also text with fonts is realy easy to do it in 3ds Max, all windows fonts are supported even downloaded fonts works. see Attached screens
And also did Zm3 will suport rendering?
3dsMax uses it's own smoothness information apart from mesh. (see Smoothing group IDs). It's for historical reasons there and it's suitable for their type of rendering. It's not suitable for high-performance DirectX rendering in games even thought it's still possible to do this "smoothing-group" rendering with DirectX with a seriouse performance loss. still it's a subject to perform "detach" for export on most of export filters.Jur1z wrote:I want to say this is possible in 3ds Max.aRLaN6 wrote:How can I weld objects together (to achieve a smooth surface) without the UV Mapping getting all messed up?
Firstly, GTA SA will never die, because people need 3d programs to modding it (GTA SA has very good environment for that).Oleg wrote:I can't confirm that old filters will be hardly improved. e.g. I'm not sure that gta:sa filter will get lights support.
also, an UV-mapping animation was not planned yet.
We just need omni, or, if You can't do that, let ZModeler save raw omni light to dff,
(it give some way to edit it in RWAnalyze).
You can always base your scripts on dexx or deniska 3ds max script .
well... if it's not too much, I want to see:
1: Someting like "Zanoza Studio", a set of programs instead of a complex one. For example, a texture/EnvMap generator, a photo-realistic rendering tool, the "Modeler", a Windows plugin to preview the scene without opening a file, just like JPG does.
2: I like the interface because it's pretty easy to use, but it looks old, and with some windows themes it gets F-ed up. would be good to use Windows themes and colors for the GUI.
3: Zmodeler has guides, but lacks of rulers and guidelines. I'm sure that it will be one of the best addons to Zmodeler3 to include them. Someting like a dynamic ruler editable in the nodes mode.
1: Someting like "Zanoza Studio", a set of programs instead of a complex one. For example, a texture/EnvMap generator, a photo-realistic rendering tool, the "Modeler", a Windows plugin to preview the scene without opening a file, just like JPG does.
2: I like the interface because it's pretty easy to use, but it looks old, and with some windows themes it gets F-ed up. would be good to use Windows themes and colors for the GUI.
3: Zmodeler has guides, but lacks of rulers and guidelines. I'm sure that it will be one of the best addons to Zmodeler3 to include them. Someting like a dynamic ruler editable in the nodes mode.
- Cessna tomtom
- Posts: 31
- Joined: Tue Jan 12, 2010 2:56 pm
- Cessna tomtom
- Posts: 31
- Joined: Tue Jan 12, 2010 2:56 pm
- Cessna tomtom
- Posts: 31
- Joined: Tue Jan 12, 2010 2:56 pm
Re: ZModeler3 suggestions/wishes
Hi oleg, i love the new website theme.. Maybe this could be an inspiration for Zmodeler 3 GUI?? Would be cool i think
Re: ZModeler3 suggestions/wishes
Is there any chance to see Mafia 2 filter in new version of program? Are you going to do something with this game?)
rustuz
Re: ZModeler3 suggestions/wishes
Mafia2 is very poorly decoded. As far as I know it contains lots of animation stuff very sensitive to geometry mesh. Literally, mafia2 can't be "geometry-moddable" until it's "animation-moddable".
Re: ZModeler3 suggestions/wishes
very sad I think the game engine is very good, and physics of cars so realistic.. I thought that GTA 4 was very poorly decoded, but you're done!) will you try something with mafia ?
it's great, thank you! wish you success in every business))Oleg wrote:sure, but much later than now.
Last edited by Gops on Sun Jun 26, 2011 6:55 pm, edited 1 time in total.
rustuz