| Search Results | Total results: 6 |
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General Board
/ Interplay |
on: Oct 11th, 2008, 4:53pm |
| Started by Pilot | Post by Pilot |
Well for those that didn't know, interplay.com is backup, USA Publisher of Hardwar and many other great games.
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Coding Tutorials
/ Some C programming tutorials!(links) |
on: Oct 1st, 2008, 10:09am |
| Started by NocturnE | Post by NocturnE |
Hope this helps:
Some C tutorials on this site: http://visualcplus.blogspot.com/
A few tutorials on using C for networking: http://shoe.bocks.com/net/
A very basic bunch of tutorials for C, this is aimed at the beginner and includes a bunch of example programs to teach you the basics fast! http://www.friedspace.com/CProg.html
Ok, this site claims to teach you C in just 5 hours! I'm on my way to try it now! http://members.tripod.com/~johnt/c.html
Ok, the following course is for those who are familliar with other programming languages and want to learn C, so not for beginners: http://www2.its.strath.ac.uk/courses/c/
C++ Courses:
An introduction to c++ programming, a tutorial divided into 13 small and quick to learn chapters: http://www.edm2.com/0507/introcpp1.html
The following is a C++ tutorial for thos who already know C: http://members.tripod.com/sundog97/tutorial_cpp/index.html
A very complete list of tutorials, arranged nice and orderly for your convenience, this is recommended for people who know where their c++ skills are lacking and want to improve: http://www.cprogramming.com/tutorial.html
Graphic Programming ang game programming:
Open GL Programming: http://www.glprogramming.com/red/
Any other tutorials you might be looking for, this is the place: http://www.freeprogrammingresources.com
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Modelling Tutorials
/ Milkshape modelling tutorial:1 |
on: Oct 1st, 2008, 03:36am |
| Started by NocturnE | Post by NocturnE |
Making a simple shape using Milkshape.
Firstly you will need Milkshape, available here: http://chumbalum.swissquake.ch/
Milkshape offers a 30 day trial after which you can buy the full version from their site, the trial however doesn't allow you to save or import, I think?
Ok, download and install Milkshape and then run it!
Now, since Milkshape already started a new model for you, we can just get right into it:
On the right hand side is your main tool window, make sure the model tab is clicked. All the buttons here can be controlled using the keyboard. Put your left hand's fingers on the F1, F2, F3 and F4 keys each, good! What they do: F1 - Select button F2 - Move button F3 - Rotate F4 - Scale F5 - Vertex(creates a vertex) F6 - Face(creates a face, also called a poly) F7 - Sphere and so on and so forth....

Ok, for those who are new to modelling altogether, here are the basic building blocks that any shape can be made of:
-Vertex: this is a dot, as in the picture, you can see it is the red dot where lines are joined.
-Poly or face: These are triangles, almost any shape can be made using loads and loads of triangles, the more triangles the more detail usually, but this will also increase the amount of memory used by the pc to render the object.


In milkshape vertexes have to be positioned first before polys can be made, we will do this now:
Press F5 - vertex
now click where you need to place your vertexes(in the front view), for this example form 2 concentric squares as in the picture:

If you feel that any of the vertexes have been placed incorrectly, simply press F1(select) and draw a block over the misplaced vertex, or just clikc on it, next- press F2(move) and click in the viewport and drag your mouse to move the vertex.
Ok, so now you have your vertexes, now to add the faces:
A quick note on faces, faces only have one side to them, this is to save on memory of objects that are hollow where the inside of the object won't be seen. Have you ever seen how a model in a game can intersect so that you see the inside, only, all the walls are empty and are see through from the inside. This is caused by backfaces(the back of faces). In Milkshape backfaces are shown as black polys, it is more evident to see in the perspective viewport. Right click on the viewport and at the top of the menu select 'smooth shaded'. this clearly shows the colouratins of polys as in the picture:

But since you have no faces yet, lets make some:
Press F6(face).
Now click on 3 of the four middle vertexes in a clockwise direction. This clockwise direction crates a face facing you, in other words, if it was shown as smooth shaded, this face will be white(or textured) instead of black. Do the same to create other faces, just follow the steps in the pictures:




Just for interest's sake, lets say you did the one middle face anti-clockwise by accident, this is what to do ress F1, select 'face' from the 'Select Options' part of the 'Model' tab(not to be confused with the face button at the top right).

This will let you select faces instead of vertexes. Next, click in the middle of the culprit face so that it becomes highlighted:

now click on the Face dropdown menu and click on reverse vertex order, this changes the nasty counter clockwise thing.

Ok, now to add some form:
Press F1 and select 'vertex from the 'Select Options' section.
Now select(multiple select by holding shift and left clicking everything you want to add to the selection and right clicking eerything you want taken away from the selection) the four middle vertexes of your model and press F2.
Now move over to the left view and drag your mouse from left to right in the viewport, this should move your vertexes outward to create an interestin shape, now experiment with your selection, press F4 and click in the centre of the selection in your Front view and drag your mouse to scale it around the center of the object(ie. where you first clicked your mouse before dragging). Now Press F3 and click and hold on one of the corners of your selection, then drag it to rotate around that corner.
The axis around which things are moved, rotated and scaled is determined by where you first click the mouse in milkshape.
I often make my models from one side and lay them out flat like in this example, after that I just select the vertexes I want to 'pop' out of the flat piece.
Ok, that's it kids, play around with it and see what interesting shapes you come up with.
My next tutorial will probably be on txturing your model or on more advanced features and tips on shaping your model, so please stay tuned to Hard Tutor...
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Modelling Tutorials
/ Using milkshape to open .obj |
on: Sep 30th, 2008, 3:20pm |
| Started by NocturnE | Post by NocturnE |
My first tutorial, so, sorry if I left anything out.
This will teach you the basics of importing and exporting in Milkshape and the handy .SHP editor.
You will need: 1. Milkshape http://chumbalum.swissquake.ch/ 2. .SHP editor http://www.downloads.hardwar.info/utils/plaguedmind/SHPEditor.zip 3. Res extractor (unless you already have a .SHP to edit) http://www.downloads.hardwar.info/utils/res%20extractors/resedit.zip
Extracting the .SHP:
Use the abovementioned resedit, extract it in any directory. double click the resedit.exe and click on 'open res file'. Next browse to the folder where you have installed hardwar and select either of the res files available to you(for this tutorial select hardwar.res, it contains the .shp files) Now select the files you want to extract in the list on the right, ctrl-click to select multiple files. For this tutorial only select the MOTH2A .SHP file. Click on 'save selected files' and save the file wherever is convenient for you.(in the hardwar directory would be the best if you would like to test the changes made to the file later on)
Using the .SHP editor: Extract the SHPEditor.zip into a folder and double click the .exe file. If Windoze gives you an 'Open file - security warning' just click on 'run'. When the program is opened(finally), click on 'set Hardwar.res', browse to your hardwar directory and open select the file. Do the same with the 'set Hardup.res' button.
Now, select 'Load .SHP' and navigate to your Hardwar directory again, select the 'MOTH2A .SHP' file that you extracted earlier, and open it. To export the file as a .OBJ, click on 'Save OBJ' and save the file where needed.
Install and run Milkshape. Milkshape offers a 30day trial period to use it, after which you can buy a license to use it or just find other(more fiendish) ways of using it past the trial period.
In milkshape click on 'File' in the top left hand corner and move your pointer to 'Import'. Now move down to 'Wavefront OBJ...' and select it. Browse to the folder where you saved the 'MOTH2A .OBJ' and open it. And viola! you have successfully imported a moth into Milkshape.

Please follow my(soon to be released) tutorial on modeling using Milkshape.
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Coding Tutorials
/ Re: "Hello World!" |
on: Sep 30th, 2008, 2:41pm |
| Started by Duncan | Post by NocturnE |
Brilliant! Simply brilliant! hehe, I remember the first programming tutorial I read. First program was called: Hello world!
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