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#840 From: "Todd Zircher" <tzircher@...>
Date: Thu May 1, 2008 2:50 pm
Subject: Re: Virmin.com?
tzircher
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Max WT Ong wrote:
>
> Is there something special I have to do, because despite placing the
> INI files into the \common\parts folder, it did not detect.

Nothing special required beside having one of the newer version of
DoGA.  Which lesson level and version date are you using?
--
TAZ

#841 From: "Todd Zircher" <tzircher@...>
Date: Thu May 1, 2008 2:53 pm
Subject: Re: Virmin.com?
tzircher
Send Email Send Email
 
Max WT Ong wrote:
>
> hmm... seems like the way I did it the last time, but what about the
> wayt he INI is written?

I looked at my INI files and didn't see anything unusual.  There are no
drive letters of root paths.  There are references such as taichi1
\burnia01.suf, but that would be a sub directory off of
the ...\dogacga\common\parts folder.
--
TAZ

#842 From: "Max WT Ong" <darkmax@...>
Date: Thu May 1, 2008 5:51 pm
Subject: Re: Virmin.com?
darkmax1974
Send Email Send Email
 
So the INI file will be in the parts folder?


--- In dogacga@yahoogroups.com, "Todd Zircher" <tzircher@...> wrote:
>
> Max WT Ong wrote:
> >
> > hmm... seems like the way I did it the last time, but what about the
> > wayt he INI is written?
>
> I looked at my INI files and didn't see anything unusual.  There are no
> drive letters of root paths.  There are references such as taichi1
> \burnia01.suf, but that would be a sub directory off of
> the ...\dogacga\common\parts folder.
> --
> TAZ
>

#843 From: "Todd Zircher" <tzircher@...>
Date: Thu May 1, 2008 6:28 pm
Subject: Re: Virmin.com?
tzircher
Send Email Send Email
 
Max WT Ong wrote:
>
> So the INI file will be in the parts folder?

Correct.  Parts.ini (the orginal DOGA file), human01.ini,
tashis11.ini, my_parts.ini, whatever you have will all be in the
common\parts folder.  All the parts and thumbnail files will be in
subfolders usually grouped by part type.

For example, the taichis11.ini file creates a library page with 16
parts (the max allowed per page although less is possible.)  The
parts01 tag is composed of a short name, the relative path to the
parts file, and the relative path to the thumbnail image of the
part.  Depending on the part there may be additional texture images
and ATR (attribute) files in the same folder, but they are not
directly referenced in the INI file.

[Parts]
Name="Taichis11"

Number=16

Parts01=burnia01,Taichis1\burnia01.suf,Taichis1\burnia01.suf.bmp
Parts01Desc="burnia01"

Parts02=burnia02,Taichis1\burnia02.suf,Taichis1\burnia02.suf.bmp
Parts02Desc="burnia02"

Parts03=burnia03,Taichis1\burnia03.suf,Taichis1\burnia03.suf.bmp
Parts03Desc="burnia03"

Parts04=burnia04,Taichis1\burnia04.suf,Taichis1\burnia04.suf.bmp
Parts04Desc="burnia04"

Parts05=cable_0a,Taichis1\cable_0a.suf,Taichis1\cable_0a.suf.bmp
Parts05Desc="cable_0a"

Parts06=cable_0b,Taichis1\cable_0b.suf,Taichis1\cable_0b.suf.bmp
Parts06Desc="cable_0b"

Parts07=cable_1a,Taichis1\cable_1a.suf,Taichis1\cable_1a.suf.bmp
Parts07Desc="cable_1a"

Parts08=camera01,Taichis1\camera01.suf,Taichis1\camera01.suf.bmp
Parts08Desc="camera01"

Parts09=camera02,Taichis1\camera02.suf,Taichis1\camera02.suf.bmp
Parts09Desc="camera02"

Parts10=face03,Taichis1\face03.suf,Taichis1\face03.suf.bmp
Parts10Desc="face03"

Parts11=gun_flasher,Taichis1\gun_flasher.suf,Taichis1
\gun_flasher.suf.bmp
Parts11Desc="gun_flasher"

Parts12=hand04,Taichis1\hand04.suf,Taichis1\hand04.suf.bmp
Parts12Desc="hand04"

Parts13=handle1,Taichis1\handle1.suf,Taichis1\handle1.suf.bmp
Parts13Desc="handle1"

Parts14=hara01,Taichis1\hara01.suf,Taichis1\hara01.suf.bmp
Parts14Desc="hara01"

Parts15=hara02,Taichis1\hara02.suf,Taichis1\hara02.suf.bmp
Parts15Desc="hara02"

Parts16=hara03,Taichis1\hara03.suf,Taichis1\hara03.suf.bmp
Parts16Desc="hara03"

The original parts library format required the creation of catalog
pages in a separate folder and the file names of all the parts had to
be sequential.

The new system allows for more flexibility.  You can have dozens of
parts in one folder and reference them on multiple library pages by
using one or more INI files (ala my_parts1.ini and my_parts2.ini
files, etc.)  It also allows you to manage parts and thumbnail images
without having to rebuild a catalog image every time.  Note: Some
version of Metasequoia can do this, but if I recall correctly, it
edits the parts.ini file rather than creating stand alone INI files.
--
TAZ

#844 From: "Max WT Ong" <darkmax@...>
Date: Thu May 1, 2008 8:04 pm
Subject: Re: Virmin.com?
darkmax1974
Send Email Send Email
 
thanks. I'll try and see if it works. I'll let you know.

Max


--- In dogacga@yahoogroups.com, "Todd Zircher" <tzircher@...> wrote:
>
> Correct.  Parts.ini (the orginal DOGA file), human01.ini,
> tashis11.ini, my_parts.ini, whatever you have will all be in the
> common\parts folder.  All the parts and thumbnail files will be in
> subfolders usually grouped by part type.
>
> For example, the taichis11.ini file creates a library page with 16
> parts (the max allowed per page although less is possible.)  The
> parts01 tag is composed of a short name, the relative path to the
> parts file, and the relative path to the thumbnail image of the
> part.  Depending on the part there may be additional texture images
> and ATR (attribute) files in the same folder, but they are not
> directly referenced in the INI file.
>
> [Parts]
> Name="Taichis11"
>
> Number=16
>
> Parts01=burnia01,Taichis1\burnia01.suf,Taichis1\burnia01.suf.bmp
> Parts01Desc="burnia01"
>
> Parts02=burnia02,Taichis1\burnia02.suf,Taichis1\burnia02.suf.bmp
> Parts02Desc="burnia02"
>
> Parts03=burnia03,Taichis1\burnia03.suf,Taichis1\burnia03.suf.bmp
> Parts03Desc="burnia03"
>
> Parts04=burnia04,Taichis1\burnia04.suf,Taichis1\burnia04.suf.bmp
> Parts04Desc="burnia04"
>
> Parts05=cable_0a,Taichis1\cable_0a.suf,Taichis1\cable_0a.suf.bmp
> Parts05Desc="cable_0a"
>
> Parts06=cable_0b,Taichis1\cable_0b.suf,Taichis1\cable_0b.suf.bmp
> Parts06Desc="cable_0b"
>
> Parts07=cable_1a,Taichis1\cable_1a.suf,Taichis1\cable_1a.suf.bmp
> Parts07Desc="cable_1a"
>
> Parts08=camera01,Taichis1\camera01.suf,Taichis1\camera01.suf.bmp
> Parts08Desc="camera01"
>
> Parts09=camera02,Taichis1\camera02.suf,Taichis1\camera02.suf.bmp
> Parts09Desc="camera02"
>
> Parts10=face03,Taichis1\face03.suf,Taichis1\face03.suf.bmp
> Parts10Desc="face03"
>
> Parts11=gun_flasher,Taichis1\gun_flasher.suf,Taichis1
> \gun_flasher.suf.bmp
> Parts11Desc="gun_flasher"
>
> Parts12=hand04,Taichis1\hand04.suf,Taichis1\hand04.suf.bmp
> Parts12Desc="hand04"
>
> Parts13=handle1,Taichis1\handle1.suf,Taichis1\handle1.suf.bmp
> Parts13Desc="handle1"
>
> Parts14=hara01,Taichis1\hara01.suf,Taichis1\hara01.suf.bmp
> Parts14Desc="hara01"
>
> Parts15=hara02,Taichis1\hara02.suf,Taichis1\hara02.suf.bmp
> Parts15Desc="hara02"
>
> Parts16=hara03,Taichis1\hara03.suf,Taichis1\hara03.suf.bmp
> Parts16Desc="hara03"
>
> The original parts library format required the creation of catalog
> pages in a separate folder and the file names of all the parts had to
> be sequential.
>
> The new system allows for more flexibility.  You can have dozens of
> parts in one folder and reference them on multiple library pages by
> using one or more INI files (ala my_parts1.ini and my_parts2.ini
> files, etc.)  It also allows you to manage parts and thumbnail images
> without having to rebuild a catalog image every time.  Note: Some
> version of Metasequoia can do this, but if I recall correctly, it
> edits the parts.ini file rather than creating stand alone INI files.
> --
> TAZ
>

#845 From: "Max WT Ong" <darkmax@...>
Date: Thu May 1, 2008 8:57 pm
Subject: Re: Virmin.com?
darkmax1974
Send Email Send Email
 
Thank you! It is now fully reading the parts libraries.

Many thanks,
Max

--- In dogacga@yahoogroups.com, "Todd Zircher" <tzircher@...> wrote:
>
> Max WT Ong wrote:
> >
> > So the INI file will be in the parts folder?
>
> Correct.  Parts.ini (the orginal DOGA file), human01.ini,
> tashis11.ini, my_parts.ini, whatever you have will all be in the
> common\parts folder.  All the parts and thumbnail files will be in
> subfolders usually grouped by part type.
>
> For example, the taichis11.ini file creates a library page with 16
> parts (the max allowed per page although less is possible.)  The
> parts01 tag is composed of a short name, the relative path to the
> parts file, and the relative path to the thumbnail image of the
> part.  Depending on the part there may be additional texture images
> and ATR (attribute) files in the same folder, but they are not
> directly referenced in the INI file.
>
> [Parts]
> Name="Taichis11"
>
> Number=16
>
> Parts01=burnia01,Taichis1\burnia01.suf,Taichis1\burnia01.suf.bmp
> Parts01Desc="burnia01"
>
> Parts02=burnia02,Taichis1\burnia02.suf,Taichis1\burnia02.suf.bmp
> Parts02Desc="burnia02"
>
> Parts03=burnia03,Taichis1\burnia03.suf,Taichis1\burnia03.suf.bmp
> Parts03Desc="burnia03"
>
> Parts04=burnia04,Taichis1\burnia04.suf,Taichis1\burnia04.suf.bmp
> Parts04Desc="burnia04"
>
> Parts05=cable_0a,Taichis1\cable_0a.suf,Taichis1\cable_0a.suf.bmp
> Parts05Desc="cable_0a"
>
> Parts06=cable_0b,Taichis1\cable_0b.suf,Taichis1\cable_0b.suf.bmp
> Parts06Desc="cable_0b"
>
> Parts07=cable_1a,Taichis1\cable_1a.suf,Taichis1\cable_1a.suf.bmp
> Parts07Desc="cable_1a"
>
> Parts08=camera01,Taichis1\camera01.suf,Taichis1\camera01.suf.bmp
> Parts08Desc="camera01"
>
> Parts09=camera02,Taichis1\camera02.suf,Taichis1\camera02.suf.bmp
> Parts09Desc="camera02"
>
> Parts10=face03,Taichis1\face03.suf,Taichis1\face03.suf.bmp
> Parts10Desc="face03"
>
> Parts11=gun_flasher,Taichis1\gun_flasher.suf,Taichis1
> \gun_flasher.suf.bmp
> Parts11Desc="gun_flasher"
>
> Parts12=hand04,Taichis1\hand04.suf,Taichis1\hand04.suf.bmp
> Parts12Desc="hand04"
>
> Parts13=handle1,Taichis1\handle1.suf,Taichis1\handle1.suf.bmp
> Parts13Desc="handle1"
>
> Parts14=hara01,Taichis1\hara01.suf,Taichis1\hara01.suf.bmp
> Parts14Desc="hara01"
>
> Parts15=hara02,Taichis1\hara02.suf,Taichis1\hara02.suf.bmp
> Parts15Desc="hara02"
>
> Parts16=hara03,Taichis1\hara03.suf,Taichis1\hara03.suf.bmp
> Parts16Desc="hara03"
>
> The original parts library format required the creation of catalog
> pages in a separate folder and the file names of all the parts had to
> be sequential.
>
> The new system allows for more flexibility.  You can have dozens of
> parts in one folder and reference them on multiple library pages by
> using one or more INI files (ala my_parts1.ini and my_parts2.ini
> files, etc.)  It also allows you to manage parts and thumbnail images
> without having to rebuild a catalog image every time.  Note: Some
> version of Metasequoia can do this, but if I recall correctly, it
> edits the parts.ini file rather than creating stand alone INI files.
> --
> TAZ
>

#846 From: "Kevin Monk" <interstellararsenal@...>
Date: Mon May 12, 2008 11:01 pm
Subject: Here's a YouTube Video of my DOGA designs for ASTRAL EMPIRES
interstellar...
Send Email Send Email
 
http://www.youtube.com/watch?v=7Q4Q9eQlwq4

Greetings DOGA-ers!
I don't post a lot in this forum, although I have shared previous
designs I've done in DOGA.  Anyhoo, the above video is a promotional
piece I've done for our ASTRAL EMPIRES project using pictures from my
DOGA designs.  Check it out if you have time (it's about five and a
half minutes long), and let me know what you think (there are ship
descriptions and explanations of the roles each vessel plays in the
fleet as well).
Thanks,
Kevin :)
InterStellar Arsenal
www.freewebs.com/portnovamedia/
www.freewebs.com/interstellerarsenal/

#847 From: "Todd Zircher" <tzircher@...>
Date: Tue May 13, 2008 4:42 pm
Subject: Re: Here's a YouTube Video of my DOGA designs for ASTRAL EMPIRES
tzircher
Send Email Send Email
 
Kevin Monk wrote:
>
> Check it out if you have time (it's about five and a half
> minutes long), and let me know what you think...

Fun stuff.  I did run into one technical issue.  The images seemed
really fuzzy.  Either the file encoding/compression is really turned up
or YouTube is scaling the images up until they're mush.  It's something
you probably want to look into if you want to put your best foot
forward.
--
TAZ

#848 From: "Kevin Monk" <interstellararsenal@...>
Date: Tue May 13, 2008 4:59 pm
Subject: Re: Here's a YouTube Video of my DOGA designs for ASTRAL EMPIRES
interstellar...
Send Email Send Email
 
--- In dogacga@yahoogroups.com, "Todd Zircher" <tzircher@...> wrote:
> Fun stuff.  I did run into one technical issue.  The images seemed
> really fuzzy.  Either the file encoding/compression is really
turned up
> or YouTube is scaling the images up until they're mush.  It's
something
> you probably want to look into if you want to put your best foot
> forward.
> --
> TAZ
>

Thanks for checking it out.  I'm still a bit new to the
YouTube "thing" so I'm not sure exactly what's up with the
compression issue.  Some videos I've done seem to have really good
resolution and others degenerate into "mush" as you said.  I usually
can't tell what it will be until I upload the video.  Some of the
ship pics look great and some look aweful.  I'll keep working on it
for the other videos I plan to do, and maybe I'll redo this one with
better resolution once I get it figured out.  Regardless, thanks for
taking a look! :)
Kevin
InterStellar Arsenal

#849 From: "Kevin Monk" <interstellararsenal@...>
Date: Tue May 13, 2008 11:29 pm
Subject: Oh, one more thing...
interstellar...
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Althought the compression makes it somewhat difficult to see the
designs at a high resolution, I am happy with how they've turned out.
I began these designs in L1, progressed through L2, and have now fully
realized them in L3.  It's amazing what a simple tool like DOGA can do
when you spend a little time with it.
Thanks again!
Kevin :)

#850 From: James or Carmen Dugan <mikenmenchie@...>
Date: Wed May 14, 2008 3:56 pm
Subject: Re: cool interstellar website
thedugan
Send Email Send Email
 
Jody Byrd wrote:
> Some of you guys might find this site interesting.
>
> http://www.projectrho.com/rocket/index.html

Yep, some of us have actually talked online with 'Nyrath the nearly
wise'....

Visit there periodically, just to see how depressing reality might be.
:)


..hmm, ancient post - got lost in the inbox - cleaning it up a bit.
:)

#851 From: "Todd Zircher" <tzircher@...>
Date: Wed May 14, 2008 6:36 pm
Subject: Re: cool interstellar website
tzircher
Send Email Send Email
 
<mikenmenchie@...> wrote:
>
> > http://www.projectrho.com/rocket/index.html
>
> Yep, some of us have actually talked online with 'Nyrath the
> nearly wise'....
>
> Visit there periodically, just to see how depressing reality
> might be.

LOL, I've been a Winchell Chung fan since the day I first bought Ogre
and Warp War.  Project Rho allowed me to easily fact check bits of
Tactical Command (my starship combat game) and the links to planetary
and stellar resources made MapGen (a star map and planetary system
generator) a much better program.

So, a big tip of the hat to him and his site.
--
TAZ

#852 From: Ian <moomin101uk@...>
Date: Wed May 14, 2008 10:19 pm
Subject: Vista+Doga
moomin101uk
Send Email Send Email
 
Before anyone tells me off.. Theres good reason why I am using Vista,
namely it make my job easier at work..well so far it working ok..
(well it didnt like my old SB Live! Card) You try doing phone support on
software you aren't 100% familiar with and a company that cannot spell
'training'
:)

But... For some reason it dont like Doga, well sort off. If I run doga
from an old directory it works but you cannot see any parts correctly in the
preview window unless you  are rotating the view. If figure it needs a
proper install, so from the Japanese doga site I fish out the latest version
(I know there was an update to handle vista) Well an installed doga
install get the following error message 'unhandled exception'
and then boots back from the parts assembler to the main menu. It
actually does it twice.

I figure it could be something about my system,  I did ages ago test it
at work and doga worked ok.
I curious is anyone else having Vista issues.?


Well I still have my old XP install intact if all else fails, but I am
getting used to Vista.. (needs at least 1gb+ to run good)

BTW my system specs 1xRadeon X1600(512m) 1gb ram INtel 3.4 P4

Ian

#853 From: Ian <moomin101uk@...>
Date: Wed May 14, 2008 10:25 pm
Subject: Re: Vista+Doga
moomin101uk
Send Email Send Email
 
My apologies for my quite bad english, shouldn't write emails tired...
(edited post below you see)

BTW V2007 12 18
(which is confusing for us brits we do dd/mm/yy  :;)
Ian


Ian wrote:
>
> Before anyone tells me off.. There is good reason why I am using Vista,
> namely it makes my job easier at work..well so far its working ok..
> (well it didnt like my old SB Live! Card)
>

> You try doing phone support on
> software you aren't 100% familiar with and a company that cannot spell
> 'training'
> :)
>
> But... For some reason it don't like Doga, well sort off.
>

> If I run doga
> from an old directory it works but you cannot see any parts correctly
> in the
> preview window unless you are rotating the view. I figure it needs a
> proper install, so from the Japanese doga site I fished out the latest
> version
> (I know there was an update to handle vista) Well an installed doga
> install gets the following error message 'unhandled exception'
> and then boots back from the parts assembler to the main menu. It
> actually does it twice.
>
> I figure it could be something about my system, I did ages ago test it
> at work and doga worked ok.
>

> *I curious is anyone else having Vista issues.?*
>
> Well I still have my old XP install intact if all else fails, but I am
> getting used to Vista.. (needs at least 1gb+ to run good)
>
> BTW my system specs 1xRadeon X1600(512m) 1gb ram INtel 3.4 P4
>
> Ian
>
>
> ------------------------------------------------------------------------
>
>
> No virus found in this incoming message.
> Checked by AVG.
> Version: 8.0.100 / Virus Database: 269.23.16/1432 - Release Date: 14/05/2008
07:49
>

#854 From: "Jody Byrd" <jlbyrd@...>
Date: Thu May 15, 2008 12:14 am
Subject: RE: Vista+Doga
argonknight2004
Send Email Send Email
 

I guess they don’t have lots of Vista users over there. I had to install the lastest beta for l3 (2008-02-27) before doga became stable on my vista. The only problem I have now is when I highlight a point light, then app hangs up. I think its because doga still uses the old directx 3d retain mode, which was abandoned years ago by m$ on newer platforms. Vista doesn’t even install the correct dll’s for that old of directx.

 

I find the working beta’s here:

http://doga.jp/2008/programs/beta/dogal3/index.html

 

The files on the doga.co.jp wouldn’t work at all on my vista.

 


#855 From: I Stead <moomin101uk@...>
Date: Thu May 15, 2008 12:33 pm
Subject: RE: Vista+Doga
moomin101uk
Send Email Send Email
 
I'd have thought the Japanese would have loved all the bells and whistles and general pretty newness of Vista. As a tutor friend says about Office 2007+Vista looks really pretty but absolutly no need. :) Aero! No point. Argh.

Thanks I will try those update later.

Ian

Jody Byrd <jlbyrd@...> wrote:
I guess they don’t have lots of Vista users over there. I had to install the lastest beta for l3 (2008-02-27) before doga became stable on my vista. The only problem I have now is when I highlight a point light, then app hangs up. I think its because doga still uses the old directx 3d retain mode, which was abandoned years ago by m$ on newer platforms. Vista doesn’t even install the correct dll’s for that old of directx.
 
I find the working beta’s here:
 
The files on the doga.co.jp wouldn’t work at all on my vista.
 


Sent from Yahoo! Mail.
A Smarter Email.

#856 From: James or Carmen Dugan <mikenmenchie@...>
Date: Thu May 15, 2008 2:04 pm
Subject: If you use the GIMP...
thedugan
Send Email Send Email
 
Here's some tutorials on it. I have it, rarely use it. I'm supposing
that you can use it for texture editing.

-------- Original Message --------
1. Gimpy tutorials
      Posted by: "Eric Brown" squirmydad@... squirmydad
<snip>
some Gimp
tutorials here;
http://paperworlds.papermakeit.com/index.php?board=42.0

Eric R. Brown
Wendy Williamson Auditorium
University of Alaska, Anchorage
-----------------------------------

#857 From: James or Carmen Dugan <mikenmenchie@...>
Date: Fri May 16, 2008 1:54 am
Subject: Re: Looking for a Badger...
thedugan
Send Email Send Email
 
James or Carmen Dugan <mikenmenchie@...>/* wrote:
>>> Anyone know where I might find a 3D model of a badger?

From: Tony Vazquez <tvmuzik@...>
  >> I dunno. If one can't be found, make one in L3 from an image
  >> of a badger and use its fur patterns.

Todd Zircher wrote:
  > Well, you could use this tutorial here...
  >
  > http://www.unrealwiki.com/wiki/NeverWinter_Nights_To_UT2003
  >
  > With the badger model here...
  >
  > http://nwn.bioware.com/downloads/viewer.html
  >
  > That will get a NWN model into Milkshape and from there you can export
  > it into a format that Metasequoia or the L3 Object Converter can
  > digest.  The badger model also comes with a TGA texture file.

I did download it, and it's basically a oddly shaped box with a 'furry
stripey' texture - nowhere near good enough resoultion for what I had in
mind.

I ended up grabbing a texture from a photo I found online, and making a
character from DOGA parts.

Say hello to the Grumm....

#858 From: dogacga@yahoogroups.com
Date: Sun Jun 8, 2008 6:20 pm
Subject: New file uploaded to dogacga
dogacga@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dogacga
group.

   File        : /Pics/carrier.jpg
   Uploaded by : locutus_rs <locutus@...>
   Description : My Starship Carrier

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Regards,

locutus_rs <locutus@...>

#859 From: James or Carmen Dugan <mikenmenchie@...>
Date: Sun Jun 8, 2008 8:41 pm
Subject: Re: New file uploaded to dogacga
thedugan
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Uploaded by : locutus_rs <locutus@...>
> Description : My Starship Carrier
> http://groups.yahoo.com/group/dogacga/files/Pics/carrier.jpg

Does it carry starships, or is it a carrier that's a starship?

:)

Nice work, though. Could use a little color, IMHO....

#860 From: Todd Zircher <tzircher@...>
Date: Sun Jun 8, 2008 8:53 pm
Subject: Re: New file uploaded to dogacga
tzircher
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Very nice, I like the level of detail in it and how the 'catamaran' hull is angled.
--
TAZ

dogacga@yahoogroups.com wrote:

Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dogacga
group.

File : /Pics/carrier.jpg
Uploaded by : locutus_rs
Description : My Starship Carrier

You can access this file at the URL:
http://groups.yahoo.com/group/dogacga/files/Pics/carrier.jpg

To learn more about file sharing for your group, please visit:
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Regards,

locutus_rs





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#861 From: "omega12008" <omega12008@...>
Date: Tue Jun 10, 2008 12:51 am
Subject: Re: New file uploaded to dogacga
omega12008
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dang....is that with the new parts?
i haven't gotten them yet. -_-

#862 From: "Todd Zircher" <tzircher@...>
Date: Tue Jun 10, 2008 2:03 pm
Subject: Re: New file uploaded to dogacga
tzircher
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omega12008 wrote:
>
> dang....is that with the new parts?
> i haven't gotten them yet. -_-

New parts aside, a lot of it fails back to using basic shapes to add
more details.  Given some time you should check out the gallery on the
Japanese side of the DoGA site.  They do some amazing stuff with the
same parts that we have.  They're just willing to throw 10 or 20
thousand polygons at a model.

My excuse?  I design models for use with realtime graphics and that
requires a smaller polygon budget.  I also tend to export to
Metasequoia and convert the collection of parts into an actual
polygonal mesh.
--
TAZ

#863 From: "Todd Zircher" <tzircher@...>
Date: Wed Jun 11, 2008 7:03 pm
Subject: What have you all been working on lately?
tzircher
Send Email Send Email
 
I haven't been doing too much myself.  I took a break from game
development last year, but that itch is coming back.  I'm currently
working on some futurist cars for a pen and paper RPG.  After that,
I'll be taking all of my Renegade Legion space fighter models and
giving them the high detail treat for two different game engine mod
projects (one in FreeSpace 2 and the other using ShatterStar.)

The 'fun' part of that is I'll need to convert the models to Caligari's
TrueSpace .COB format.  So, I've been hitting the book (it's got a 550
page manual) and getting up to speed on it's funky 3d interface.  On
the bright side, if the new interface is a complete wash there are ways
to make TS much more CAD-like by creating view ports and using the 2D
menu system.
--
TAZ

#864 From: Tony Vazquez <tvmuzik@...>
Date: Wed Jun 11, 2008 9:48 pm
Subject: Re: What have you all been working on lately?
tvmuzik
Send Email Send Email
 

Not much of anything DoGAwise.  I've got a couple projects in the

works; I'm learning to use multitrack recording software so I can compose

my own soundtracks for my upcoming projects.

My attention's on other hobbies.  Soon as I get over them I'll be

back here spittin out more goodies. Stay Tuned :D

-- Tony


--- On Wed, 6/11/08, Todd Zircher <tzircher@...> wrote:

From: Todd Zircher <tzircher@...>
Subject: [dogacga] What have you all been working on lately?
To: dogacga@yahoogroups.com
Date: Wednesday, June 11, 2008, 3:03 PM

I haven't been doing too much myself. I took a break from game
development last year, but that itch is coming back. I'm currently
working on some futurist cars for a pen and paper RPG. After that,
I'll be taking all of my Renegade Legion space fighter models and
giving them the high detail treat for two different game engine mod
projects (one in FreeSpace 2 and the other using ShatterStar. )

The 'fun' part of that is I'll need to convert the models to Caligari's
TrueSpace .COB format. So, I've been hitting the book (it's got a 550
page manual) and getting up to speed on it's funky 3d interface. On
the bright side, if the new interface is a complete wash there are ways
to make TS much more CAD-like by creating view ports and using the 2D
menu system.
--
TAZ



#865 From: I Stead <moomin101uk@...>
Date: Sun Jun 15, 2008 9:32 am
Subject: Re: What have you all been working on lately?
moomin101uk
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Hello,
I've been doing some 2d illustrations for someone in the states, Pigs
for a kids book.

Trying and then deciding I dont like Lightwave and perhaps go back to
3DS cos I know it.

Been trying some called Sketchup, very friendly interface.. Seems quite
CAD like but I've seen some damn good ships done in it.


Got a few other things I'm doing, FOTS is alive and kicking so I will do
a few bits for thats and the Wardogs game as well.

Todd I know Starshatter abit, I like the carrier ops side, I'd be
curious how easy it is to get your own home grown stuff in.
Thats something I have never tried and maybe I should....

Ian




Todd Zircher wrote:
>
> I haven't been doing too much myself. I took a break from game
> development last year, but that itch is coming back. I'm currently
> working on some futurist cars for a pen and paper RPG. After that,
> I'll be taking all of my Renegade Legion space fighter models and
> giving them the high detail treat for two different game engine mod
> projects (one in FreeSpace 2 and the other using ShatterStar.)
>
> The 'fun' part of that is I'll need to convert the models to Caligari's
> TrueSpace .COB format. So, I've been hitting the book (it's got a 550
> page manual) and getting up to speed on it's funky 3d interface. On
> the bright side, if the new interface is a complete wash there are ways
> to make TS much more CAD-like by creating view ports and using the 2D
> menu system.
> --
> TAZ
>
>

#866 From: "Jody Byrd" <jlbyrd@...>
Date: Mon Jun 16, 2008 8:41 pm
Subject: RE: What have you all been working on lately?
argonknight2004
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Not much with Doga, since its unstable on my Vista. Just waiting on the next patch.

 

So, I’ve been passing the time by practicing with Silverlight. I know it can greatly enhance my web games, and even give them some features that a desktop version would have. I still think one day the whole xaml thing is going to be huge.

 

@Ian:

 

I decided back in the ‘90’s that lightwave wasn’t as good as 3ds. Even though Babylon 5 looked awesome, we(my college bud’s) learned that rendering is entirely in the eye of the render software, since we were using simple cad programs to create our models and used some of the early POVray and polyray to render  short clips that looked just as good. We all decided that the 3d skill is more important than the tool, and perfecting what you know is a justifiable career choice. I myself was trained on Autocad and used Autoshade, so I too am biased toward autodesk products. But I protest the huge price tag, so I stick with Blender these days. Which, with each new version, is getting quite powerful. I love the new sculpt mode.

 

I also have tried Sketchup, and I agree it’s catered toward the CAD market. If they wanted the game market they would have a middle product that could export something a game modeler could use. As it is, they give the software for free, then say fork out $500 to integrated it into a workflow. 

 

@Tony:

 

Which track software are you using? In another few months I’ll be ready to add some sound to my projects.




#867 From: "argonknight2004" <jlbyrd@...>
Date: Sun Jun 29, 2008 7:49 am
Subject: new laptop, virtual doga, and the parts?
argonknight2004
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Circumstances prevailed, and I had to switch to a laptop as my main
computer. I decided to transfer my desktops downstairs (ie, to the
basement for now). Since the laptop runs Vista64, i didnt even try to
load Doga. So I fired up a small win2k virtual pc console, and loaded
it there. Seems to work perfectly, even with the lastest beta patch.

Now, my big question is, where are the parts databases, since
virmin.com is down? I dont see them in the files section.

Thanks, Jody

#868 From: James or Carmen Dugan <mikenmenchie@...>
Date: Mon Jun 30, 2008 5:00 pm
Subject: SPORE Creature Creator
thedugan
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Anyone had a go at extracting the info from the cache on the SPORE
creature creator?

Seems to be a HDRI file in the cache file, but I haven't a clue as to
how to extract it - nor do I have anything to convert the HDRI file.

I'm assuming it's an HDR file of course....

SPORE creature creator is a free download, but appears to be useless
unless you're actually playing SPORE...

#869 From: Tony Vazquez <tvmuzik@...>
Date: Mon Jun 30, 2008 10:46 pm
Subject: Re: Up to Speed, now what...
tvmuzik
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<LOL>Well, I Finally, FINALLY, got me a P4 box and am setting it up

for a few tweaks along the way.  Replaced its intergrated card with an

Nvidia GeForce 128Mb card and bumped the RAM to 768mb sdram memory

(this box is a used Compaq Evo desktop with XP servicepack2,

a miniaturized lookin thingy box, and the processor is not the new dual-core types).

Loaded L3 (1.10.2001 version) in it just to aid me with graphics tweaks.

I'll finish loading it later with all my custom L3 tweaks and parts backups

(the daunting task of transfering old files and folders...dreadful, but gotta do it).

 

Now that I'm sped up, I don't even know where to start and what to

do with this thing!

I haven't gunned this thing to the max.......Yet. <grin>

Any quick tips?  Thanks in advance.

zozo-Tony



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