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ed keefe
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Posts: 143
Re: Edmund Keefe

on Monday, February, 20, 2006 6:33 AM
Hi Carl,
I had to go and build a new model, so thanks for getting me going again. The fist cycle model was made some time a go, and took an age to make. The new one took a couple of hours from scratch and does'nt have all the nasty bits of the original. I looked at the original movie models and I think that my latest version is much closer. I am sure I will continue to tweak it though!

Anyway Here is a image, and I have posted the 3ds model of in on my site. This is a high polycount model, so not realy suitable for games in this state, but I thought if I post it in 3ds format people can modify it for game use. I have left the model in its seperate parts so changing it should be straight forward. I have also used default studio max colours so no additional maps are needed.

I am also sure that the top of the cycle is a different shade. See the top of the wheels and other top facing parts and compare.

This is a simple render of the new cycle.

click on the image to get to the download or go to the link below. The blue cycle (scroll to the right) is the new model.

http://www.a1eddie.com/models.htm
edd




 
ed keefe
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Posts: 143
Re: Edmund Keefe

on Monday, February, 20, 2006 6:35 AM
opps, inserted the wrong link!!


edd


 
ed keefe
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Posts: 143
Re: Edmund Keefe

on Monday, February, 20, 2006 9:19 AM
.... and a new sample movie!

http://www.a1eddie.com/movie8.htm
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ed keefe
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Posts: 143
Re: Edmund Keefe

on Monday, February, 20, 2006 9:29 AM
for win3k:

The carrier looks cool, only my mapping lets it down. I have a model with detailed mapping, so I will add that mapping to the game model and repost it.

edd


 
wwwmwww
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Re: Edmund Keefe

on Monday, February, 20, 2006 10:14 AM
ed keefe Wrotepps, inserted the wrong link!!


edd

Nice... the only thing that jumps out at me is the strait lines and the sharp point on the side details. You used a cone didn't you?

Anyways... I want to try an experiment. Could you give me the coordinates of the center of the rear wheel and the front wheel of your bike and your camera settings. I'd like to render my model from the EXACT same angle as this and see how they compare.

Here is what camera settings look like in POV-Ray.

#declare screen_width = 854;
#declare screen_heigth = 391;
#declare camera_right = x*screen_width/screen_heigth;
camera {location look_at angle 40 right camera_right}

Carl

P.S. Hmmm... maybe I should ask for the coordinates of your light sources as well and could I inquire about your grid spacing? Might as well try to keep everything that same that I can.order abortion pill http://unclejohnsprojects.com/template/default.aspx?morning-after-pill-price where to buy abortion pill


 
ed keefe
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Posts: 143
Re: Edmund Keefe

on Monday, February, 20, 2006 11:20 AM
Hi Carl,

I have no Idea on getting you those co-ords. I am using 3d studio max 6, if anyone can help I would be glad to know.

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Traahn
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Re: Edmund Keefe

on Monday, February, 20, 2006 12:14 PM
I don't *think* (could be wrong) there are coordinates in 3DSMax like there are in the software Carl is using (POVray). Even if there were, I think it would be near-impossible to have the exact same angle, since the objects may be slightly different sizes and placed at a different spot on the scene (thus giving different camera X, Y, Z coordinates). I've not used 3DSMax before, but I have used Lightwave (kinda similar to 3DSMax; moreso than POVRay anyways, I think), and I wouldn't have the foggiest idea how to get camera coords, in order to compare apples with apples. You guys are doing great though, keep it up!

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I'm getting out of here right now, and you guys are invited. -----^
 
win3k
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Re: Edmund Keefe

on Monday, February, 20, 2006 12:46 PM
Afternoon chaps.

This seems to be an interesting discussion; Edd: I'm not 100% sure what you meant by "mapping" - I assume that this is some higher level of detail on the geometry?

As far as POV-ray/Max renders are concerned, I'd be bery surprised if you could accurately replicate a Max FOV in POV-ray, but one suggestion would be to convert the MAX model into POV format, then render both of your models from within the same scene go from there (AccuTrans 3D can do this conversion)

Just my 2c

win3k



 
wwwmwww
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Re: Edmund Keefe

on Monday, February, 20, 2006 1:08 PM
Traahn Wrote:I don't *think* (could be wrong) there are coordinates in 3DSMax like there are in the software Carl is using (POVray). Even if there were, I think it would be near-impossible to have the exact same angle, since the objects may be slightly different sizes and placed at a different spot on the scene (thus giving different camera X, Y, Z coordinates). I've not used 3DSMax before, but I have used Lightwave (kinda similar to 3DSMax; moreso than POVRay anyways, I think), and I wouldn't have the foggiest idea how to get camera coords, in order to compare apples with apples. You guys are doing great though, keep it up!

Well I almost sure those x,y,z coordinates HAVE to be in 3DSMax somewhere. You have a 3D model which is being rendered by a ray tracer. Every point of the model has to have an x,y,z position. For example in POV-Ray my front tire is cut from a sphere that looks like this:

sphere {, 85}

It's center is at x=355, y=85, z=0 with a radius of 85.

Don't you have to do something similiar to create the front tire in 3DSMax? If you are just pointing and clicking to define shapes maybe this is info you don't have access to but still it's in there somewhere even if it can't now be easilly retrieved.

Carl



 
wwwmwww
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Re: Edmund Keefe

on Monday, February, 20, 2006 1:18 PM
win3k Wrote:As far as POV-ray/Max renders are concerned, I'd be bery surprised if you could accurately replicate a Max FOV in POV-ray, but one suggestion would be to convert the MAX model into POV format, then render both of your models from within the same scene go from there (AccuTrans 3D can do this conversion)

Just my 2c

win3k

I don't know Max or AccuTrans 3D. Also Edd is the model you made available on your site just the model or is it the whole scene for the above pic? Does it contain the camera position and light source positions etc? If not could you please make your scene file available? If either you or win3k cound then save it in a POV-Ray format I think I could pull out the coordinates I'm after.

Carl



 
win3k
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Re: Edmund Keefe

on Monday, February, 20, 2006 3:07 PM
Ok - converted the .3ds file to a .pov file (I guess that .pov is the native format for POV-Ray?), and zipped it up (comes to 347 kb total). What might be the best route to get it to you?

win3k


 
wwwmwww
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Posts: 1,230
Re: Edmund Keefe

on Monday, February, 20, 2006 3:14 PM
win3k Wrote:Ok - converted the .3ds file to a .pov file (I guess that .pov is the native format for POV-Ray?), and zipped it up (comes to 347 kb total). What might be the best route to get it to you?

win3k

Just click in the wwwmwww to the left and it will give you my email address. So... is this .pov file the whole scene or just the model? I guess I'll find out soon enough.

Carl
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win3k
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Re: Edmund Keefe

on Monday, February, 20, 2006 3:21 PM
Scene or model? Sorry - no clue. Whatever - it's on the way to you right now.

win3k


 
ed keefe
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Posts: 143
Re: Edmund Keefe

on Monday, February, 20, 2006 5:41 PM
I just downloaded the lightcycle myself (coul'nt remember if the camera was included) and some of it has become a bit messy! Maybe somthing to do with expoting it! Anyway I have reposted a .3ds file including the floor plane, the light and the camera.

The camera has motion settings now, so its probably not in the original possition to the image above (I keep changing things).

http://www.a1eddie.com/models.htm

I am away for the rest of the week, so I will chack back on saturday.

Edd


 
win3k
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Re: Edmund Keefe

on Monday, February, 20, 2006 6:21 PM


 
wwwmwww
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Re: Edmund Keefe

on Monday, February, 20, 2006 6:48 PM
win3k Wrote:Scene or model? Sorry - no clue. Whatever - it's on the way to you right now.

win3k

I got it. I see Edd's posted a new one already. Would you mind doing the same for it? I should have time to play with them both tomorrow. I'll be posting what I've been working on today shortly...

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TheReelTodd
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Re: Edmund Keefe

on Monday, February, 20, 2006 6:56 PM
Wow - just look at all this glorious light cycle chat and imagery!

I forgot to ask this before - ed keefe, would you mind if I archived your TRON imagery here at TRON-Sector in the image gallery? They'd go in a directory of your own name. You have a lot of great images - they'd made a great addition to the fan art gallery!
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wwwmwww
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Re: Edmund Keefe

on Tuesday, February, 21, 2006 10:44 AM
Ok... thanks to win3k I now have Edd's cycle in POV-Ray. It took a little tweeking. First the POV-Ray code I got had this line in it.

pigment { uv_mapping image_map { jpeg "TRON BLU" } }

But the file win3k sent me didn't contain TRON BLU.jpg. No biggie I simply replaced it with this.

pigment { Blue }

With this line added in at the top.

#include "colors.inc"

Edd, if your TRON BLU is a special shade of blue could you email me that jpeg file. Thanks...

By the way... here is why I like CSG's over meshs. My Light Cycle and game grid is generated with 308 lines of code. Edd's mesh takes up 73465 lines of POV-Ray code. Most of which look like the bottom third of this page.


By the way... there are your x,y,z coordinates for your camera and light sources.

Anyways... after I made the above changes... here is the first POV-Ray generated image of Edd's light cycle to appear on my screen.


I wasn't sure what I was looking at, at first. But then I noticed that bump on the line. So I zoomed in and here is what I found...


Nice... so it looks like I've got his Light Cycle to play with after all. Let me play with this and either figure out how to pull his light cycle into my code or the other way around.

One thing I do find interesting... his 73465 lines of code render just as fast if not faster then my 308 lines of code.

Carl
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win3k
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Re: Edmund Keefe

on Tuesday, February, 21, 2006 11:09 AM
Afternoon chaps

Glad you got the model through OK.

But the file win3k sent me didn't contain TRON BLU.jpg. No biggie I simply replaced it with this

I noticed that there was a missing texture file - I guess that Edd missed this one out in his original release.

One this I do find interesting... his 73465 lines of code render just as fast if not faster then my 308 lines of code

I suspect (but I'm not 100% sure) that Edd's model is being rendered as a series of (lots of) polygons, whereas your code would define an appropriate set of primitives (cubes, spheres, pyramids, cylinders etc.) on a parametric basis. As a first stab, I would guess that a polygonal representation would render quicker, as it is already in a format appropriate for submission to the rendering pipeline, whereas a primitive representation would require some additional pre-processing, hence the performance hit.

Cheers

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wwwmwww
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Re: Edmund Keefe

on Tuesday, February, 21, 2006 12:12 PM
win3k Wrote:I suspect (but I'm not 100% sure) that Edd's model is being rendered as a series of (lots of) polygons, whereas your code would define an appropriate set of primitives (cubes, spheres, pyramids, cylinders etc.) on a parametric basis.

You are correct. Edd's model is a mesh which is a set of polygons. If I under stood how POV-Ray delt with meshs a bit more I could probably tell you just have many polygons are present but I, atleast so far, haven't made any of my own meshs from scratch. So to be honest, I'm not that familiar with POV-Ray's format for meshs.

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