@BritishNarwhal
Yes and no, I haven't posted anything in a while because I'm busy with a few graphics design projects, and yes because I still log in to check for upvotes/comments.
@Hssd It just blows up randomly when you do a hard turn or something, it wasn't designed to blow up, but since I was too bored to fix it, I just went with it.
@Rohan Yeah, it would be possible to build a script to do just about anything. If you wish to build such a script I can give you a few pointers, but I think I'm a bit scripted out right now.
@Nickasaurus Probably not, position would be easy, rotation, not so much. The way I would try to tackle that problem is perform two 2D rotations on all the vertices, one from the XY plane and one from the XZ plane using 0,0,0 as the origin. Why would you want to convert a plane to a .OBJ though?
@Nickasaurus Not directly, the way .OBJ files are stored is essentially a list of vectors, (34,46,43),(34,41,75),(34,86,32),(97,433,75), etc, and .XML is stored as a list of parts and their attributes. Like < name="engine1" size="1,1,1" rotation= "45,0,0">. You would need to convert each object to its mesh form, apply the proper transformations and then export that to .OBJ. It's possible, but not without quite a lot of doing.
@Flightsonic Yes, kind of anyways, the converter isn't perfect and can't match up edges or anything, it just places little squares oriented in the direction of the .OBJ polys.
@NumNumz The .OBJ file has to be made from squares, and be less than or around 1K polys.
@HellFireKoder Depends on the game perspective, if you made a platformer, Y was up, if you made a lot of top-down space shooter games like I did, X and Y being a flat plane just makes more sense. Just about every 3D modeling software uses Z as up, so, why don't people program their games that way?
@Yottabyte1024 The script doesn't have any operating system specific functions, so if you know where the planes are stored, it shouldn't be too hard to get it working on another operating system. I think anyways, I only use Windows so I don't know for sure.
@bjac0 What I mean is that it won't work with vertical polygons yet. I don't intend for it to work on multiple platforms or anything, just Windows and .OBJ
@bjac0 My script works with .OBJ files, which is pretty much the customary, generic 3D model file. Any good 3D software will export .OBJ files, and if the file I wish to convert isn't .OBJ, I can use Blender to convert it to .OBJ before I convert it into an airplane.
@bjac0 Thing is, I want this script to work with all 3D files, not just spheres. I want to be able to import things like car models, ship models, etc, and be able to make them work in Simple Planes.
@bjac0 Nothing's inverted as far as I can tell, what's happened is the script will try and figure out which vertice is the upper leftmost, upper rightmost, lower leftmost and lower rightmost. I does this correctly 98% of the time. Where the script starts to fail is when the squares are perfectly vertical, since there are two vertices directly above one another the script can't pick one from the other. I'm trying to figure out how to detect vertical faces and make them play by different rules, but its not going well. What I can do for now is just make a sphere with no completely vertical faces, and it works perfectly, in fact, I'll be uploading that in just a bit.
@PhilipTarpley Yup, I'm actually writing my own program to convert a .OBJ file to a SimplePlanes XML file. So far it's not getting the parts aligned to the face angles correctly, so that's where I'm currently stuck.
@bjac0 Wish that was the problem, but it's actually far more messed up than that. The only reason the lines look like they might be close the being an actual sphere is because of the angled grid pattern of the original model. I have another script that actually is much closer to the correct solution, but it failed in some key areas of the sphere.
@NumNumz The shape my script is in, it's not worth it. It would be easier at this point for someone with the knowledge to just make a new script from scratch than to try and fix my messed up thing. It's only about 188 lines, including comments.
@NumNumz I don't think splitting the quads into tris is going to help, if I ever found a way to get face orientation from a tri, I would simply use the first three vertices of a face to calculate the angle. That methods only weakness would be non-planar faces.
I think it's actually funner this way, since I'm writing the software myself, there is quite the challenge to it, and it's insanely rewarding when something like this starts to work right.
@NumNumz It's actually my own software I've been writing to convert .OBJ files to simple planes XML format. Since I'm no math whiz, I've been having trouble getting the poly angles from the vertex coordinates, so that's why all the panels are aligned in those weird angles. If I ever get it working, I should just be able to model stuff in Blender, export it, and load it as a SimplePlanes file.
@Destroyerz117 Sure thing.
@BritishNarwhal
Yes and no, I haven't posted anything in a while because I'm busy with a few graphics design projects, and yes because I still log in to check for upvotes/comments.
@revh No idea, you can can of hear it flopping around before the plane goes up in flames. I suspect it has something to do with the layered wings.
@Hssd It just blows up randomly when you do a hard turn or something, it wasn't designed to blow up, but since I was too bored to fix it, I just went with it.
@Warbrine I haven't named it, but if you want it, here it is:
https://www.simpleplanes.com/Forums/View/248622/OBJ-to-SimplePlanes-XML-script
@Gdc2001 What would be the fun in that?
@TempestAviation Yup, but not anymore, cause they're not rich anymore.
@TempestAviation They won't be after they wake from hypnotism, but that's no matter now that you have all their cash.
@Planeguy102 Nope
@Dynimerous Not sure, haven't tried yet, maybe sometime I'll give it a go.
@BaconAircrafts The script IS rubbish, it glitches out 9/10 3D models you run through it, this is one of the lucky survivors.
@BaconAircrafts
Have my rubbish script:
https://www.simpleplanes.com/Forums/View/248622/OBJ-to-SimplePlanes-XML-script
Ooh, have you been using the same magic as me?
@FrogmasterAereonautics Your dad works in a volcano? That doesn't sound safe to me.
@FrogmasterAereonautics A volcano, Mt. Etna.
Works well as a boat, also works well with three wheels. How could one not like?
@Rohan Yeah, it would be possible to build a script to do just about anything. If you wish to build such a script I can give you a few pointers, but I think I'm a bit scripted out right now.
@Flightsonic Thank ye.
@Nickasaurus Probably not, position would be easy, rotation, not so much. The way I would try to tackle that problem is perform two 2D rotations on all the vertices, one from the XY plane and one from the XZ plane using 0,0,0 as the origin. Why would you want to convert a plane to a .OBJ though?
@Nickasaurus Not directly, the way .OBJ files are stored is essentially a list of vectors, (34,46,43),(34,41,75),(34,86,32),(97,433,75), etc, and .XML is stored as a list of parts and their attributes. Like < name="engine1" size="1,1,1" rotation= "45,0,0">. You would need to convert each object to its mesh form, apply the proper transformations and then export that to .OBJ. It's possible, but not without quite a lot of doing.
@Halfstrike Don't know. What's gold do? Anything special? Is it hard to get?
@Flightsonic Yes, kind of anyways, the converter isn't perfect and can't match up edges or anything, it just places little squares oriented in the direction of the .OBJ polys.
@NumNumz The .OBJ file has to be made from squares, and be less than or around 1K polys.
This this is just so much fun to go full throttle and watch it explode.
Really nice build.
That is really awesome!
I guess solving a Rubiks cube is really as easy as one two three.
Oooooooh! Galaxy Quest! Best movie ever!
@Yottabyte1024 That would be awesome actually.
@Thelaw11 Took about 20 minutes, and a weeks worth of code.
At first I thought "My computer will handle this, no problem".
Minute or so later I'm still enjoying less than 1fps.
@HellFireKoder The first computer games were tic-tac-toe and asteroids, both are top-down, which would make Z as up.
Thanks for the tip, I don't know any of those cool tricks yet. Is there a way to color text?
@HellFireKoder Y-up is the dark side, join us good Jedi on the Z-up side!
@HellFireKoder Depends on the game perspective, if you made a platformer, Y was up, if you made a lot of top-down space shooter games like I did, X and Y being a flat plane just makes more sense. Just about every 3D modeling software uses Z as up, so, why don't people program their games that way?
@Yottabyte1024 The script doesn't have any operating system specific functions, so if you know where the planes are stored, it shouldn't be too hard to get it working on another operating system. I think anyways, I only use Windows so I don't know for sure.
@Supercraft888 Very much so.
@bjac0 What I mean is that it won't work with vertical polygons yet. I don't intend for it to work on multiple platforms or anything, just Windows and .OBJ
@bjac0 Well, this specific plane file has no errors, that's why it looks fine, but the software still won't work with everything.
@bjac0 It still doesn't work, I just made a sphere without any perfectly vertical faces, because that's where my programs weakness lies.
@bjac0 My script works with .OBJ files, which is pretty much the customary, generic 3D model file. Any good 3D software will export .OBJ files, and if the file I wish to convert isn't .OBJ, I can use Blender to convert it to .OBJ before I convert it into an airplane.
@bjac0 Thing is, I want this script to work with all 3D files, not just spheres. I want to be able to import things like car models, ship models, etc, and be able to make them work in Simple Planes.
@bjac0 Nothing's inverted as far as I can tell, what's happened is the script will try and figure out which vertice is the upper leftmost, upper rightmost, lower leftmost and lower rightmost. I does this correctly 98% of the time. Where the script starts to fail is when the squares are perfectly vertical, since there are two vertices directly above one another the script can't pick one from the other. I'm trying to figure out how to detect vertical faces and make them play by different rules, but its not going well. What I can do for now is just make a sphere with no completely vertical faces, and it works perfectly, in fact, I'll be uploading that in just a bit.
@Halfstrike Maybe once I get it working or give up on it, whichever happens first.
@Halfstrike The second one, it actually is written in Python.
@UnknownNate Close, I'm trying to make a program that takes a 3d model and builds a plane from it. Although I did consider trying to use images.
@AchillesDeath Yay! Please hurry, my cellmate smells!
@PhilipTarpley Yup, I'm actually writing my own program to convert a .OBJ file to a SimplePlanes XML file. So far it's not getting the parts aligned to the face angles correctly, so that's where I'm currently stuck.
@bjac0 Wish that was the problem, but it's actually far more messed up than that. The only reason the lines look like they might be close the being an actual sphere is because of the angled grid pattern of the original model. I have another script that actually is much closer to the correct solution, but it failed in some key areas of the sphere.
@NumNumz The shape my script is in, it's not worth it. It would be easier at this point for someone with the knowledge to just make a new script from scratch than to try and fix my messed up thing. It's only about 188 lines, including comments.
@PlanesAndThings Yes, it is indeed.
@NumNumz I know, poor Suzanne.
@NumNumz That's true.
Problem with sharing the software, it's not very user friendly software at all. Doesn't even have an interface yet.
@NumNumz I don't think splitting the quads into tris is going to help, if I ever found a way to get face orientation from a tri, I would simply use the first three vertices of a face to calculate the angle. That methods only weakness would be non-planar faces.
I think it's actually funner this way, since I'm writing the software myself, there is quite the challenge to it, and it's insanely rewarding when something like this starts to work right.
@NumNumz It's actually my own software I've been writing to convert .OBJ files to simple planes XML format. Since I'm no math whiz, I've been having trouble getting the poly angles from the vertex coordinates, so that's why all the panels are aligned in those weird angles. If I ever get it working, I should just be able to model stuff in Blender, export it, and load it as a SimplePlanes file.