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Re: Replace MED [Re: ulillillia] #72521
04/30/06 22:08
04/30/06 22:08
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
MEd isnt crap. It's needed. You need a simple editor to set up your models, like arrangeing and naming animation frames, adding vertices for vcarious reason, setting up skins and formats and such. You NEED something like MED.

Calling it crap is just displaying your ignorance of how Gamestudio works, and what tools are made for. MED is a basic modeller that is mostly used for setting up models for the game engine. It has the basic modelling functionality for super-newbs or people who simply cant afford anything better, and theres no reason to remove that funcitonality.

But I use MED all the time, I need to use MED, otherwise how am i to set up the skins on a mesh, determine whether they are stored internally or externally, name the animation frames and so on? Just saying to get rid of it or "change it" is unproductive. MED is fine for it is meant for.


Sphere Engine--the premier A6 graphics plugin.
Re: Replace MED [Re: Matt_Aufderheide] #72522
05/01/06 01:47
05/01/06 01:47
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline OP
Expert
A.Russell  Offline OP
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan
If you'd read my posts Matt, you'd see that my recommendation was to prooritise MED for import/export and final adjustments like setting skins, materials and LOD rather than having it primarirly as a modeling tool.

Seems you all like it as a modeling program very much and think it should continue to be developed as such. Very well, carry on.

Re: Replace MED [Re: A.Russell] #72523
05/01/06 02:17
05/01/06 02:17
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I use MED for adding bones, verts, scaling, import/export, and changing the skin. I don't think any further development in the actual modeling department should be added. Just work on solid exports/importers, and some nice refinements(like I reccomended 4 months back to make re-adding external textures quicker when swapping the model alot with new versions).


Check out Silas. www.kartsilas.com

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Re: Replace MED [Re: William] #72524
05/01/06 07:54
05/01/06 07:54
Joined: Oct 2001
Posts: 1,285
USA
Guardian Offline
Serious User
Guardian  Offline
Serious User

Joined: Oct 2001
Posts: 1,285
USA
Med is quirky little program I've made most of my models thus far with it.

My copy of Med lost its ability some how to activly scale reference pictures while building models witch makes it nearly useless, but I'm an obsesive nut and I persist.

Lately I've been using FragMotion its about 10 times more efficient a modeler then Med.

Maybe conitec should contact the fragMotion developer. The fragMotion guy has not been as active as he had been. Seems he got a real job as reported on his forum.

Conitec should hire him or buy fragMotion and replace Med with it or at least use it as a template for a new more modern and useful Med.

Med has advantages but it feels so out of date and is not always stable.

Just my feelings, hope it is helpful.


Guardian


Guardian

Game Models
Re: Replace MED [Re: Guardian] #72525
05/01/06 14:46
05/01/06 14:46
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
I am also one of the MED users out there, basically because I lack alternatives. However, I think MED's modeling abilities should indeed be further enhanced and developed - since MED is advertised as "model editor" in a package named "studio", one could expect a modeling program that has at least the basic features. And today, basic features are a little bit more than just being able to place and edit vertices etc.

In fact, I think MED _does_ have what you need, only its workflow is, well... it's crappy, let's face it
Seriously, a depth-test when selecting triangles/vertices together with a bigger (adjustable!) vertex click radius and a solid camera movement would speed up things enormously!

Last edited by The Matrix; 05/01/06 14:48.

Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Replace MED [Re: Thomas_Nitschke] #72526
05/02/06 23:40
05/02/06 23:40
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Med is good as a basic tool for making models fast for 3dgs, such as
I am using paint next to gimp, as in paint I can create and save a dummy-bitmap in 10 seconds,
without having to start gimp (which takes a while)

Med is not ment to be a tool for professional artits,
though I dont want to learn complicated 3d Apps, just to make my basic models.

Re: Replace MED [Re: Damocles] #72527
05/05/06 06:16
05/05/06 06:16
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
What I red, you are ready to get one crate made in 30 minutes in max then export it to med and then use it, when you'd do it in med adding one box? hm.. MED is for lowpoly modelling and making simple objects, as far I know.

Of course, why not improve it to the level of max? Why not to get the better med free, rather than buying max or maya? (of course best tool is blender.. but I don't know a thing of it, sam knows and thats enough ).


"Yesterday was once today's tomorrow."
Re: Replace MED [Re: Inestical] #72528
05/05/06 08:00
05/05/06 08:00
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
Basically, I also think that MED is fine as is, concerning features. There could really be more, but there don't necessarily have to be. What MED seriously needs though are workflow improvements (see my previous post)! I regard the following as absolutely necessary:
- Depth test for polygon/vertex selection
- Adjustable vertex click radius, or at least a bigger one than is currently implemented
- A working undo-function! The current one often randomly stops working o_O
- Automap-methods; these are planned anyway, according to the forecast
- Camera movement like in WED! Currently, MED doesn't even know of the third mouse button / wheel O_O


Just my two cents, as always.
May we have a response from Conitec?


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Replace MED [Re: Thomas_Nitschke] #72529
05/05/06 19:49
05/05/06 19:49
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Quote:

Basically, I also think that MED is fine as is, concerning features. There could really be more, but there don't necessarily have to be. What MED seriously needs though are workflow improvements (see my previous post)! I regard the following as absolutely necessary:
- Depth test for polygon/vertex selection
- Adjustable vertex click radius, or at least a bigger one than is currently implemented
- A working undo-function! The current one often randomly stops working o_O
- Automap-methods; these are planned anyway, according to the forecast
- Camera movement like in WED! Currently, MED doesn't even know of the third mouse button / wheel O_O


Just my two cents, as always.
May we have a response from Conitec?




Work flow improvements is certainly a must. I've provided some other suggestions as well that could improve workflow:

1. Have all tools in all modes have tool options. Also, have it so that the user can manually type in values for better user-friendliness.
2. Have a side banner on the left that is similar to WED. This side banner should be where any tool options, snap settings, etc. are displayed. This way, they are easy access.
3. Creating UV maps should have a feature to set the texture scale (rather than just a "best fit"-only method), like with WED. This is especially useful for MDL terrains with tiling textures to line the textures up.
4. Vertex click radius - make it adjustable. I've suggested this several times, and it's been even 9 months or so since I first came up with it.
5. The undo function is grade F. Yes, quite often, it doesn't even work at all. Not even pressing the usual control+Z works as it should be set automatically as with WED.
6. I support the camera movement in WED idea. I once tried making an animation using MED (and taking dozens of screenshots), and the camera positioning is almost always inaccurate which made it more difficult.

Things for MED need a major change. When the 6.4 update is released as an official update (rather than a public/private beta), much more focus should be spent toward MED.

In my 2D game, I figure that, if something is configurable in any way, provide configuration options for it. With this in mind, virtually everything in my 2D game is configurable in some way. MED should use a similar system as well (and not just MED, but WED and SED as well).


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Replace MED [Re: ulillillia] #72530
05/06/06 12:14
05/06/06 12:14
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Stupid forum... gave me an access denied... so only in short everything again:

- improve face selection
- get rid of all those tiny bugs that had been reported and never fixed
- improve import/export
- OLD vertex placement method. It just was great to first set the crosshait and THEN placing the vertex exactly where you want it...

about bones:
not sure if those are already in (I'm using A5):
- inverse kinematics (like in QMe)
- bone to frame conversion for animating frame based models (as it was done in Qme).
- possibility to set keyframes for bone aniamtion, possibility to export/import those to apply animation to several models with the same bone structure

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