In this category you can find my 3D graphics.
Some Tips and hints
The 3D graphics section, introduced in spring 2007, is meant for 3D games. Here you can find low poly meshes which can be used in 3D games.
The *.X files, if available, are saved with trueSpace 7.11 / trueSpace 7.5.
For static stuff the mesh comes in *.OBJ format. So load it into your rendersoftware and save it in your needed file format then. Blender for example is freeware. And imports the OBJ meshes fine. Animated stuff comes in FBX. You can sometimes also find the trueSpace scene or object, so that you can have a look by yourself how to export. I used the 3D Gamestudio for a while to create my 3D games. And so the third 3D format in the zipfiles that can be found is MDL7. Nowadays i am switched to Unity. And who knows to what software i may switch in a few years …
Shadersettings is a special chapter when exporting. Better always retweak them to your needs.
Bones animated 3D meshes will only be animated in the *.X format. The *.3ds object is just the blank mesh. There are simply too incompatible bones systems around. So you have to rig and animate the mesh by yourself when you need to use the *.3ds mesh.
I use *.tga, *.png or *.bmp for the textures.The textures are power of two based. This means that i for example use the following formats in pixels: 128×128, 256×256, 512×512, 1024×1024. Some game engines need to have this power of two based texturesize. And refuses to work with other sizes. When even possible i try to use one texture for one object.
Scaling. Unfortunately every game engine handles scaling in a different way. In Irrlicht my objects imports a bit small compared to the standard objects that comes with Irrlicht. In 3D Rad 6 my objects imports a bit big compared to the standard objects that comes with 3D Rad 6. Scaling is a chapter you have to care by yourself therefore. Scaling and orientation of my objects are based at the trueSpace internal world system, using meters.
For the case that you want to render my 3D Meshes to Bitmap for fitting them to my other graphics, i recommend to read my Isotiles Tutorial in the Tutorials section.. This tutorial explains all necessary steps.
Further necessary informations:
I use a 4:3 Iso format. My basetile is 64×48 pixels. Fitted to a front view window. For Max/Blender user: orthogonal view.
My buildings uses a ground plane of 256×192 pixel. My human sprites are rendered in 96×96 pixel. Fitting to that is all my other stuff rendered. The horses for example in 144×144 so that the proportions fits to the humans.
I use my little application AASpritesharpborder for my newer graphics to receive a better look.
Further important informations regards the light setup. Unfortunately every render software handles it a bit different. So i can just desrcibe my light setup i use in trueSpace. And can just hope that this description can be translated to the software you use. In doubt it is the best to tinker around until the result looks somehow like it could fit to my stuff.
I use the standard white light from trueSpace with some modifications. Five infinitive lights. I have the light up-front tweaked to cast shadow. And i have added a fifth light so that the mesh is enlightened from both sides. Standard white light just has four lights.
Angles and Intensity for the lights:
The light that casts the shadow: X -102 / Y 6 / Z 0 . Intensity 1.1
The other four lights are as follow:
X 135 / Y -35 / Z 60 . Intensity 0.85
X 45 / Y -35 / Z 90 . Intensity 0.6
X -90 / Y -60 / Z -90 . Intensity 0.2
X 45 / Y 0 / Z 90 . Intensity 0.6