Dorehn - The Lost D'ni Neighborhood (Pictures and Spoilers)

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby diafero » Sun Apr 18, 2010 11:49 am

doh, will anyone still use and develop the good ol' Blender plugin?

Anyway, good luck with your effort!
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby GPNMilano » Sun Apr 18, 2010 3:06 pm

diafero wrote:doh, will anyone still use and develop the good ol' Blender plugin?

Anyway, good luck with your effort!


I'm still going to develop the Blender Plugin. For now though there are things that the plugin can't do, and we have a hard time making the plugin do, that we can do with Max. so for the time being, till we get the sources for the plugin, and till Blender 2.6's API is finalized, I'm going to build with blender, and just convert the age to MOUL status using Max. Once PyPRP can export MOUL well enough though I plan on continuing to use that.
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby Egon » Sun Apr 18, 2010 10:45 pm

I don't believe in "Max exodus".
I believe, that sooner or letter (probably letter, but Uru fans, are usually patient ;) ) we will get source code for this plugin.
End then it will be a mater of finishing PyPRP exporter (ehh, I sounds so easy on paper :( )

I think this way, because we are talking here about "fan ages". Max 7 is out of reach for many reasons (unless You cont in piracy), and Blender is open-source.
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby Aloys » Mon Apr 19, 2010 2:24 am

Personally I think I'll go with something like what Chloe describes. I'm way too used to modelling/mapping in Blender, but integration is easier in Max for me. The Blender>Max convertion part is time consuming though, (although the FBX converter seem to be quite useful, thanks Chloe). So I think I'll keep doing the first exports with PyPRP to check on the basic Age proportions (so called 'massing models' by Cyan) and only move to Max when the meshes are near final.
In the past I used to do frequent exports to check things were still working, but a good part of that behaviour was due to PyPRP. The Max plugin being more advanced and more stable that essentially removes that need. (although it's by no mean magical).

Egon wrote:I don't believe in "Max exodus".
I believe, that sooner or letter (probably letter, but Uru fans, are usually patient ;) ) we will get source code for this plugin.
End then it will be a mater of finishing PyPRP exporter (ehh, I sounds so easy on paper :( )

I think this way, because we are talking here about "fan ages". Max 7 is out of reach for many reasons (unless You cont in piracy), and Blender is open-source.
That's true. PyPRP development shouldn't stop by any means. :)
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby kaelisebonrai » Sun Apr 25, 2010 5:13 am

How goes 3dsmax-ification?

Any progress? =/
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby GPNMilano » Mon Apr 26, 2010 11:30 pm

kaelisebonrai wrote:How goes 3dsmax-ification?

Any progress? =/


It goes well. Just have the Age Museum building to finish up on. Working on converting Eder Brama right now as that was Dorehn's garden age and was to be released with it.
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby kaelisebonrai » Wed Apr 28, 2010 12:55 am

Awesome. Looking forward to seeing Dorehn. =)
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby kaelisebonrai » Fri Jul 30, 2010 2:02 am

...So... 3 months later >.>

How's this going? >.>
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby Agenotfound » Fri Jul 30, 2010 2:52 am

+1

I think I begin to understand why it is called the "lost" D'ni Neighborhood...
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Re: Dorehn - The Lost D'ni Neighborhood (Pictures and Spoile

Postby GPNMilano » Tue Aug 03, 2010 5:51 pm

Blame Cyan and their plugin.

I was all ready to release it till Cyan tempted me to convert Dorehn and add in all the stuff I never got to have with their plugin.

So it was nearly ready and converted and done. Then I linked in and went "What the heek happened to my vertex coloring?" Turns out the fbx converter I use, always uses the top layer of blenders vertex coloring. So literally I had to restart my conversion from scratch to fix the vertex coloring issues. Which I had started. Unfortunately avatar/clothing creation, SR work, my DIRT project, and the DLC have pretty much slowed the conversion of Dorhen from PyPRP-Max to well, a standstill. So, at present Dorehn looks more and more lost.

If it pops up on the radar anytime soon I'll post here again. But at the present moment Dorehn's appearance before the end of August looks...rather bleak.
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