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wwwmwww
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Re: Edmund Keefe

on Thursday, February, 23, 2006 9:45 AM
win3k Wrote:Just as a sanity check, I just pulled the latest version of the model from Edd's site, and compared the number of triangles with the one that I previously converted (this is a cheap but generally effective way of seeing if a model has been modified) - for both, I get 25514, so I'm struggling to explain what appear to be geometric differences between the latest render versions...

win3k

Good morning...

win3k, you had emailed me two pov files. The one I used was the first one that didn't have the game grid present. I tried using the second one but the grid just looked like a big black area to me so instead of trying to remove it I just went back to the first file you emailed me. I'm guessing Edd made some changes BEFORE he uploaded the file with the game grid. I might be able to check this myself. But atleast that's what I think is going on here.

Carl



 
wwwmwww
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Re: Edmund Keefe

on Thursday, February, 23, 2006 12:02 PM
Well I was half right. Here are ALL 3 of the versions I have of Edd's light cycle in POV-Ray at the moment. The first two are the one's win3k emailed me without the normals and they ARE different. The later one is much closer to the version I got from Mike with the normals but there are STILL a few shape differences aside from the smoothing. Most notable is the length of the cylinder sticking out just below the riders toes.

Carl




 
win3k
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Re: Edmund Keefe

on Friday, February, 24, 2006 3:17 AM
Very strange. Just for completeness (and because I really dislike not fully understanding something), I've re-downloaded (this morning) the model from Edd's site, accutrans'd it (exporting normals this time - DOH!) and mailed it over (v3). Up to you, but I'd quite like to see how this one compares with the earlier versions attained through the various routes.

cheers

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wwwmwww
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Re: Edmund Keefe

on Friday, February, 24, 2006 10:53 AM
win3k Wrote:Very strange. Just for completeness (and because I really dislike not fully understanding something), I've re-downloaded (this morning) the model from Edd's site, accutrans'd it (exporting normals this time - DOH!) and mailed it over (v3). Up to you, but I'd quite like to see how this one compares with the earlier versions attained through the various routes.

cheers

win3k

Well there is no difference between the v3 you sent me and the v2. In this animation v2 is the one where I copied over my window texture. I didn't bother to copy over that texture for this v3.


Note I don't see the effect of the normals BUT they are in the POV-Ray file I think. The v2 is 73778 lines of POV-Ray and v3 is 122305 lines of POV-Ray code so I assume all that extra stuff has to do with the normals but I'm guessing the use of this nomal info is somehow turned off in the POV-Ray code though I don't see how to turn it on. The output from PoseRay looks ALOT different.

Carl



 
ed keefe
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Re: Edmund Keefe

on Friday, February, 24, 2006 3:49 PM
Hey, people have been busy the last few days! I have been away from a internet connection, but did manage to do some more work on the lightcycle. I also looked at some of the original movie images and made a few more changes to the rear end of the cycle.

I should also say, carl, that the co-ords were right in front of me,(bottom of the screen in studio max!) I think my brain shut down for a while. Also the .3ds version gets very blocky for some reason. The .max version I made is much smoother amd has no visible facets that shouldnt be there.

Anyway here is one render, I will post more soon.
Edd


 
gRiD_89a
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Re: Edmund Keefe

on Friday, February, 24, 2006 6:18 PM
so I could sooo see an updated space paranoid game from the tank shot that gives the distance to the recognizer!!!




 
ed keefe
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Re: Edmund Keefe

on Saturday, February, 25, 2006 10:55 AM
gRiD_89a:

Yes, I have made a space paranoids based game, but I suck at programming, so the tank drives and shoots, sarks carrier circles overhead, and the recognizers kill if you get too close, and explode if you shoot them, but they don't move!!. When I make them move they fly through walls. Not much of a game!!! I wrote it using darkbasic pro, but I am going to post the source code, and the models and a sample of the game so that someone else can finish it. I Was intouch with the guy who wrote a paranoids game a couple of years ago, but his programming was way ahead of mine so I gave up and then got side tracked with work etc.

Mr. Sinistar, has kindly offered to finish it so I will post it in the next couple of days.

Hopefully, someone will make a game of it and I can get to play it.

edd


 
win3k
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Re: Edmund Keefe

on Saturday, February, 25, 2006 12:33 PM
Afternoon folks

Note I don't see the effect of the normals BUT they are in the POV-Ray file I think. The v2 is 73778 lines of POV-Ray and v3 is 122305 lines of POV-Ray code so I assume all that extra stuff has to do with the normals but I'm guessing the use of this nomal info is somehow turned off in the POV-Ray code though I don't see how to turn it on. The output from PoseRay looks ALOT different.

Like you say, the normals that Accutrans has put into the POV file make no difference to the final render. A cursory glance at the two translations (one with, one without) indicates that normals have been defined, but I just can't work out why they are being ignored. I don't *think* that the normals are incorrect, because if they were, the final render would look very different (e.g., backfacing polygons, weird shadowing artifacts), so as of right now, I'm out of ideas. I did a quick comparison between the model as converted by Poseray and that converted by accutrans, and the main difference seems to be that the Poseray output is one big mesh2 structure, whereas the Accutrans one seems to have retained the individual parts (again, as mesh2 structures). Unfortunately, the sheer size of the files, together with major differences in the order in which things have been output, makes a direct comparison pretty much impossible.

Looking on the bright side, this bit of experimentation has given me a route by which I can pull POV ray models through into Tron 2.0, so if anyone has any such models that they'd like to see in glorious TronGlow(tm), give me a shout.

Cheers

win3k



 
wwwmwww
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Re: Edmund Keefe

on Saturday, February, 25, 2006 1:36 PM
win3k Wrote:Like you say, the normals that Accutrans has put into the POV file make no difference to the final render. A cursory glance at the two translations (one with, one without) indicates that normals have been defined, but I just can't work out why they are being ignored. I don't *think* that the normals are incorrect, because if they were, the final render would look very different (e.g., backfacing polygons, weird shadowing artifacts), so as of right now, I'm out of ideas. I did a quick comparison between the model as converted by Poseray and that converted by accutrans, and the main difference seems to be that the Poseray output is one big mesh2 structure, whereas the Accutrans one seems to have retained the individual parts (again, as mesh2 structures). Unfortunately, the sheer size of the files, together with major differences in the order in which things have been output, makes a direct comparison pretty much impossible.

Yes, I've about given up too. There are two big things I'm not understanding at the moment. One, why POV-Ray ignors the normals from Accutrans? And second, as you say the Poseray file seems to make one BIG mesh2 structure. Since it is one mesh how are different parts given different textures?

win3k Wrote:Looking on the bright side, this bit of experimentation has given me a route by which I can pull POV ray models through into Tron 2.0, so if anyone has any such models that they'd like to see in glorious TronGlow(tm), give me a shout.

Could you put my CSG light cycle into Tron 2.0? If so how is that done? I'd imagine you'd have to turn it into a mesh first.

If you want to give it a shot... start here:
http://www.tron-sector.com/forums/default.aspx?do=top&id=303566
Carl
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ed keefe
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Re: Edmund Keefe

on Saturday, February, 25, 2006 2:02 PM
carl:

I have been tweeking my lightcycle model a little more. After looking at the movie again I realised that the rear wheel needed to be a little fatter and the recessed section a little deeper. Here is the latest version.


Also, whats your thoughts regarding the rear panel of the canopy/ cockpit glass? I can't tell if they are solid or if the glass is just reflective? In the movie this part seems grey like the sub-body of the cycle.

edd


 
wwwmwww
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Re: Edmund Keefe

on Saturday, February, 25, 2006 3:21 PM
ed keefe Wrote:carl:
I have been tweeking my lightcycle model a little more. After looking at the movie again I realised that the rear wheel needed to be a little fatter and the recessed section a little deeper. Here is the latest version.

Keeps looking better and better...

ed keefe Wrote:Also, whats your thoughts regarding the rear panel of the canopy/ cockpit glass? I can't tell if they are solid or if the glass is just reflective? In the movie this part seems grey like the sub-body of the cycle.

If you are talking about the part I think you are I believe it should be the same texture as the rest of the glass. I'm using a reflective black. I don't recall ever seeing this part as grey in the film though so I'm not certain we are talking about the same part. Could you post a screen capture from the film that shows this part as grey?

Carl
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Sketch
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Re: Edmund Keefe

on Saturday, February, 25, 2006 3:47 PM
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ed keefe
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Re: Edmund Keefe

on Saturday, February, 25, 2006 5:42 PM
carl:

I think you are right about the canopy being all the same 'reflective glass'. But you can see what I mean on the screen grab you posted on page 2. The rear of the conopy looks light blue, but there is one scene in the movie where flynn looks back over his shoulder, so it must all be glass.

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Mr. Sinistar
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Re: Edmund Keefe

on Saturday, February, 25, 2006 6:32 PM
ed keefe Wrote:carl:

I think you are right about the canopy being all the same 'reflective glass'. But you can see what I mean on the screen grab you posted on page 2. The rear of the conopy looks light blue, but there is one scene in the movie where flynn looks back over his shoulder, so it must all be glass.

edd

I just typed in several paragraphs and the stupid page refreshed itself when I clicked "Add This Message", thus deleting all that I typed in the message box.

Oh, well...Here we go again.

I have taken several pictures of the lightcycles in action from the DVD.


In this picture, the right side of RAM's lightcycle is facing the opposite direction of the light source. However, the rear section or side of the protruding window, while on the opposite side of the light, looks as if it is fully lit. I think this is most likely a glitch.


Here is another shot of the same lightcycle, still showing the rear window characteristic.


Notice TRON's lightcycle? It is displaying the same window characteristic as well. The following pictures also display this effect.



In this photo, I have drew an arrow pointing at a interesting flaw or glitch in the lightcycle model. I don't know if this line between the wheel-well and the main body was desired or not. A very good example of the rear window is also seen here.


**********************************************************************************************


**********************************************************************************************


**********************************************************************************************



More photos of the rear window effect.


Now in this photo, I have an example of the "inner canopy" color variation. While TRON and Flynn's lightcycles clearly show this variation, RAM's lightcycle is harder to see. The pictures with asterisks underneath them also display this color variation.

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gRiD_89a
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Re: Edmund Keefe

on Saturday, February, 25, 2006 7:28 PM
i would be really keen to try out the sample game!! just for the fun of it ... oh btw would you be able to create a snap shot of a tank? like camera POV from the top looking down?

I need one to vectorize in flash!

thanks in advance

ed keefe Wrote:gRiD_89a:

Yes, I have made a space paranoids based game, but I suck at programming, so the tank drives and shoots, sarks carrier circles overhead, and the recognizers kill if you get too close, and explode if you shoot them, but they don't move!!. When I make them move they fly through walls. Not much of a game!!! I wrote it using darkbasic pro, but I am going to post the source code, and the models and a sample of the game so that someone else can finish it. I Was intouch with the guy who wrote a paranoids game a couple of years ago, but his programming was way ahead of mine so I gave up and then got side tracked with work etc.

Mr. Sinistar, has kindly offered to finish it so I will post it in the next couple of days.

Hopefully, someone will make a game of it and I can get to play it.

edd



 
wwwmwww
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Re: Edmund Keefe

on Saturday, February, 25, 2006 10:22 PM
Mr. Sinistar Wrote:
I hope you enjoy the pictures!

WOW!!! Nice set of screen captures. Several of these could easily go in this topic too.

http://www.tron-sector.com/forums/default.aspx?do=top&id=329467
As for the back of the window... well I guess it's grey. Doesn't seem to be the same grey as the lower part of the bike though. This grey seems to have an ambient light value of 1 as it remains lit in shadow. The lower part of the bike doesn't.

That said... I think I'll leave it shiny black in my model. The gray just doesn't look right to me... I'm inclined to call it an error. Just as most of these pictures seem to support this 'error'...


as the most accurate.

Carl
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ed keefe
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Re: Edmund Keefe

on Sunday, February, 26, 2006 7:08 AM
The screen grabs are great, and they show the rear of the coloured 'fairing' realy well. Now I have to go and make some more changes to my model. ......will it ever end? Carl, the changes you made look great. I will post my ones later.

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ed keefe
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Re: Edmund Keefe

on Sunday, February, 26, 2006 7:34 AM
gRiD_89a:

I have a couple of images for you. These are taken from the lo-poly tank model and I have not added any lighting. If you would like more detail, shadows, highlights etc. let me know and I will do some more. they are in .pgn format with a transparent background, and I have made two seperate images of the turret and the main body, incase you want the turret to rotate. Click on the green tank to download the images. I also have some older images on this page!


http://www.a1eddie.com/tank.htm
Edd


 
ed keefe
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Re: Edmund Keefe

on Sunday, February, 26, 2006 8:08 AM
I have posted five screen grabs from my unfinished game. The version I have is 2.5 meg zipped, so i need to check if i have enough web space to post it. I also need to sort the source code and the game models out, and then I can post it all together. (soon!)

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


 
win3k
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Re: Edmund Keefe

on Sunday, February, 26, 2006 8:42 AM
I'd imagine you'd have to turn it into a mesh first.

If only it was that simple.

According to the POV-Ray Technical Assistance Group (http://tag.povray.org/povQandT/filesQandT.html), for version 3.1 and newer of Pov-ray, there is pretty much no route by which the model can be converted. The given link to POV2RIB (RIB = Renderman format) is broken, and I've tried most of the standard conversion methods (accutrans, wings3d, crossroads, Rhino, Poseray, Moray etc.) - none of which will read your file.

In simple terms, it looks like the POV-Ray format you have cannot be used/read/converted/understood by anything other than POV-Ray, so unless someone has a mesh converter, or you re-model your lightcycle using mesh/mesh2 objects, there is no way I can see that it can be brought into Tron 2.0.

Sorry 'n all that...

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