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Models for organelles. #125

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jjonj opened this Issue Apr 21, 2014 · 93 comments

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jjonj commented Apr 21, 2014

We need some models for basic organelles:
Nucleus, Normal Vacuole, Agent Vacuole (possibly multiple), Cilia and mitochondria
Also an animated Flagelium (Note that animations require special treatment to be exported successfully, see #102).
Animations can possibly also be added to the other models later.

It would be nice if an Agent Vacuole could be rushed out quick for the next release (We will have it spawn in the enviroment to be unlockable)!

STATUS 03/03/2015:

  • Nucleus: Needs 90 degree rotation (tried doing this myself, but when I exported it wasn't rotated anyway)
  • Cilia: Waiting to see if Poisonchocolate returns
  • mitochondria: Cheese might have one lying around, unknown
  • Agent: We have one done, could use more
  • Vacuole: Not yet made I believe
  • Chloroplast: One at the bottom of this issue: #143 (untested)

To make sure things will work with the game, look through this tutorial: http://thrivegame.canadaboard.net/t1402-basic-blender-modeling-animation-and-exporting-to-ogre-tutorial?highlight=animation

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ChizuLaCheese Apr 23, 2014

I've got a Agent Vacuole on my home computer (I'm on a school computer right now), tough it ain't good bone animations. And I've also got Mitochondria, Thermoplast and Nucleus etc., altough none of them have bone animations.
What is the Normal Vacuole?

ChizuLaCheese commented Apr 23, 2014

I've got a Agent Vacuole on my home computer (I'm on a school computer right now), tough it ain't good bone animations. And I've also got Mitochondria, Thermoplast and Nucleus etc., altough none of them have bone animations.
What is the Normal Vacuole?

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TritiumH Apr 23, 2014

Can i ask you guys how are you exporting key shapes, i've made nla-strip to it and got it exported but in the OgreViewer i get 2 files one for animation and one for shapekey should it be like that?

TritiumH commented Apr 23, 2014

Can i ask you guys how are you exporting key shapes, i've made nla-strip to it and got it exported but in the OgreViewer i get 2 files one for animation and one for shapekey should it be like that?

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jjonj Apr 24, 2014

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tough it ain't good bone animations

We don't really need animation for the simple organelles atm.

What is the Normal Vacuole?

An Agent vacuole is for storing, ejecting and producing a specific "agent" which is stuff like toxins while the normal vacuole is for storing a mix of "compounds" which is normal stuff like oxygen.

Can i ask you guys how are you exporting key shapes

Sounds like you got it right, ogre does export separate files for meshes, skeletons, materials and apparently shapekeys, so if you got one exported that isn't 0 bytes it sounds good. I can try and use it in-game if you'd like.

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jjonj commented Apr 24, 2014

tough it ain't good bone animations

We don't really need animation for the simple organelles atm.

What is the Normal Vacuole?

An Agent vacuole is for storing, ejecting and producing a specific "agent" which is stuff like toxins while the normal vacuole is for storing a mix of "compounds" which is normal stuff like oxygen.

Can i ask you guys how are you exporting key shapes

Sounds like you got it right, ogre does export separate files for meshes, skeletons, materials and apparently shapekeys, so if you got one exported that isn't 0 bytes it sounds good. I can try and use it in-game if you'd like.

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ChizuLaCheese Apr 24, 2014

An Agent vacuole is for storing, ejecting and producing a specific "agent" which is stuff like toxins while the normal vacuole is for storing a mix of "compounds" which is normal stuff like oxygen.

Ok, so it'll look similiar to the Agent Vacuole.

and apparently shapekeys, so if you got one exported that isn't 0 bytes it sounds good. I can try and use it in-game if you'd like.

Well in that case, if my memory ain't playing games with me I believe the Agent Vacuole's actually got a shape-key animation on the other hand (I didn't know our Ogre engine really could use those).

tough it ain't good bone animations.

ain't got bone animations*

ChizuLaCheese commented Apr 24, 2014

An Agent vacuole is for storing, ejecting and producing a specific "agent" which is stuff like toxins while the normal vacuole is for storing a mix of "compounds" which is normal stuff like oxygen.

Ok, so it'll look similiar to the Agent Vacuole.

and apparently shapekeys, so if you got one exported that isn't 0 bytes it sounds good. I can try and use it in-game if you'd like.

Well in that case, if my memory ain't playing games with me I believe the Agent Vacuole's actually got a shape-key animation on the other hand (I didn't know our Ogre engine really could use those).

tough it ain't good bone animations.

ain't got bone animations*

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jjonj Apr 24, 2014

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I didn't know our Ogre engine really could use those

There isn't a difference between Ogre and "Our ogre engine" so anything ogre support, we should be able to support!

ain't got bone animations*

I thought you said that your existing models didn't have bone animations, and I said that it didn't matter for now.

Btw it looks like you reposted your comment a bunch of times, which clutters the newsfeed. You should be able to just edit your existing post with the little pen in the upper right corner of the comment.

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jjonj commented Apr 24, 2014

I didn't know our Ogre engine really could use those

There isn't a difference between Ogre and "Our ogre engine" so anything ogre support, we should be able to support!

ain't got bone animations*

I thought you said that your existing models didn't have bone animations, and I said that it didn't matter for now.

Btw it looks like you reposted your comment a bunch of times, which clutters the newsfeed. You should be able to just edit your existing post with the little pen in the upper right corner of the comment.

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TritiumH Apr 24, 2014

agentvacuole10001
https://www.youtube.com/watch?v=-f2VdF-OqTI&feature=youtu.be
Made this Vacuole model but i don't know how to export it, my ogre viewer doesn't show transparency. The inside sphere is also with flipped neutrals (turned inside out) to appear like a hollow ball.
https://www.dropbox.com/s/z7x6l4292utdaua/AgentVacuole2.blend
https://www.dropbox.com/s/xza4dgysn2ifp9r/AgentVacuole.png
Btw Crovea i've posted a death animation model in the other thread if you still need one.
Edit:
nucleuskernel0001
If i remember correctly the team wasn't pleased with this one but could do for now.
https://www.dropbox.com/s/quvsc2pk17ect0j/Kernel5.blend

TritiumH commented Apr 24, 2014

agentvacuole10001
https://www.youtube.com/watch?v=-f2VdF-OqTI&feature=youtu.be
Made this Vacuole model but i don't know how to export it, my ogre viewer doesn't show transparency. The inside sphere is also with flipped neutrals (turned inside out) to appear like a hollow ball.
https://www.dropbox.com/s/z7x6l4292utdaua/AgentVacuole2.blend
https://www.dropbox.com/s/xza4dgysn2ifp9r/AgentVacuole.png
Btw Crovea i've posted a death animation model in the other thread if you still need one.
Edit:
nucleuskernel0001
If i remember correctly the team wasn't pleased with this one but could do for now.
https://www.dropbox.com/s/quvsc2pk17ect0j/Kernel5.blend

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Looks great :)
I primarily need the agent vacuole one as we want to make it unlockable by randomly finding it in the enviroment and I need a model for displaying it by itself. However the other models probably won't be used for a while, probably until we get a big graphics update on the microbe.

i don't know how to export it

If you want me to help you out with figuring that out I'd love to help you, but it's not a big deal for me to export them. I basically just use blender 2.67 with the ogre exporter plugin: http://code.google.com/p/blender2ogre/downloads/list and follow the exporting image on the tutorial: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=79616&p=504590&hilit=blender+exporter#p504590

Btw Crovea i've posted a death animation model in the other thread

:) 9402897 Look at the time

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jjonj commented Apr 24, 2014

Looks great :)
I primarily need the agent vacuole one as we want to make it unlockable by randomly finding it in the enviroment and I need a model for displaying it by itself. However the other models probably won't be used for a while, probably until we get a big graphics update on the microbe.

i don't know how to export it

If you want me to help you out with figuring that out I'd love to help you, but it's not a big deal for me to export them. I basically just use blender 2.67 with the ogre exporter plugin: http://code.google.com/p/blender2ogre/downloads/list and follow the exporting image on the tutorial: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=79616&p=504590&hilit=blender+exporter#p504590

Btw Crovea i've posted a death animation model in the other thread

:) 9402897 Look at the time

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TritiumH Apr 24, 2014

https://www.dropbox.com/s/eip0xe9gzb1pf0y/FlagellaTest3.blend
A simple Flagellum with 2 animations one fast waving and a slow waving one.

TritiumH commented Apr 24, 2014

https://www.dropbox.com/s/eip0xe9gzb1pf0y/FlagellaTest3.blend
A simple Flagellum with 2 animations one fast waving and a slow waving one.

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ChizuLaCheese Apr 25, 2014

The Agent Vacuole:
http://www.mediafire.com/download/rk9ezhewhdvxkr4/Agent_Vacuole.blend
The Chloroplast:
http://www.mediafire.com/download/8xomog4mkxjn416/Chloroplast.blend
And finally, the Thermoplast:
http://www.mediafire.com/view/b6eu555c9k1h8ob/Sinbad.mesh.xml

Btw it looks like you reposted your comment a bunch of times, which clutters the newsfeed. You should be able to just edit your existing post with the little pen in the upper right corner of the comment.

Yeah, sorry about that I didn't expect it to still show up in the newsfeed when it's been deleted.

ChizuLaCheese commented Apr 25, 2014

The Agent Vacuole:
http://www.mediafire.com/download/rk9ezhewhdvxkr4/Agent_Vacuole.blend
The Chloroplast:
http://www.mediafire.com/download/8xomog4mkxjn416/Chloroplast.blend
And finally, the Thermoplast:
http://www.mediafire.com/view/b6eu555c9k1h8ob/Sinbad.mesh.xml

Btw it looks like you reposted your comment a bunch of times, which clutters the newsfeed. You should be able to just edit your existing post with the little pen in the upper right corner of the comment.

Yeah, sorry about that I didn't expect it to still show up in the newsfeed when it's been deleted.

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jjonj Apr 26, 2014

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Good work guys, I'll hopefully be able to take a look at these later today.

And finally, the Thermoplast

You're missing the .material file for that model

Also try to remember to name the models and materials. The missing material is called material.001 for example, which I can rename it's just a bit of a hazzle.

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jjonj commented Apr 26, 2014

Good work guys, I'll hopefully be able to take a look at these later today.

And finally, the Thermoplast

You're missing the .material file for that model

Also try to remember to name the models and materials. The missing material is called material.001 for example, which I can rename it's just a bit of a hazzle.

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ChizuLaCheese Apr 26, 2014

You're missing the .material file for that model

Also try to remember to name the models and materials. The missing material is called material.001 for example, which I can rename it's just a bit of a hazzle.

Hm, Something seems wrong there, I don't beleive the file was supposed to be called "Sinbad", I must've gotten the links wrong somehow, if I remember right, that Sinbad model's actually another, older model. I'll see if I can fix the right link to the Thermoplast.

EDIT:
This should be the right link:
http://www.mediafire.com/download/wbfxduzzhv5qvqr/Thermoplast.blend

And I'll see if I can reinstall an Ogre exporter to my Blender (I had it before, but lost it when I updated my Blender).

ChizuLaCheese commented Apr 26, 2014

You're missing the .material file for that model

Also try to remember to name the models and materials. The missing material is called material.001 for example, which I can rename it's just a bit of a hazzle.

Hm, Something seems wrong there, I don't beleive the file was supposed to be called "Sinbad", I must've gotten the links wrong somehow, if I remember right, that Sinbad model's actually another, older model. I'll see if I can fix the right link to the Thermoplast.

EDIT:
This should be the right link:
http://www.mediafire.com/download/wbfxduzzhv5qvqr/Thermoplast.blend

And I'll see if I can reinstall an Ogre exporter to my Blender (I had it before, but lost it when I updated my Blender).

@jjonj jjonj assigned jjonj and ChizuLaCheese and unassigned jjonj Apr 27, 2014

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I quickly had a look at AgentVacuole, it just shows as a big blue ball to me, any Idea what could be the problem? =/ Also it's animation is just called "my_animation".
The Flagelium tho! https://www.youtube.com/watch?v=m1i5E8lqUPs&feature=youtu.be

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jjonj commented Apr 27, 2014

I quickly had a look at AgentVacuole, it just shows as a big blue ball to me, any Idea what could be the problem? =/ Also it's animation is just called "my_animation".
The Flagelium tho! https://www.youtube.com/watch?v=m1i5E8lqUPs&feature=youtu.be

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TritiumH Apr 27, 2014

I guess the exporter is not exporting the materials right, if they're exported without transparency the details won't be visible and only a blue ball will be shown I'll google around for solution. I'll send you the blend files so you can look into them, try this flagellum if it's better.
https://www.dropbox.com/s/lkekv2u3rdx3vom/ModelsBlender.rar
Btw the texture for one of the AgentVacuole material is in the rar in my previous post. Could you post a screenshot of the vacuole model?

Edit: It seems i've been doing the materials wrong, remade the vacuole it's not animated don't know why "my_animation" appear.
https://www.dropbox.com/s/ptyks9j16gp29dl/AVacuole.rar

TritiumH commented Apr 27, 2014

I guess the exporter is not exporting the materials right, if they're exported without transparency the details won't be visible and only a blue ball will be shown I'll google around for solution. I'll send you the blend files so you can look into them, try this flagellum if it's better.
https://www.dropbox.com/s/lkekv2u3rdx3vom/ModelsBlender.rar
Btw the texture for one of the AgentVacuole material is in the rar in my previous post. Could you post a screenshot of the vacuole model?

Edit: It seems i've been doing the materials wrong, remade the vacuole it's not animated don't know why "my_animation" appear.
https://www.dropbox.com/s/ptyks9j16gp29dl/AVacuole.rar

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Sorry for not getting back to you, I hadn't noticed your latest reply, I'm trying out your new model now.
You/I can rename the animation in the XML files generated, before you give it to the OgreXMLConverter.

EDIT 1: Still just a blue ball. Here is a screenshot: http://imgur.com/62Da7kg animation does nothing.
EDIT 2: It looks the same in blender for me O.o http://imgur.com/NQwnImM Animation does nothing there either. Are you perhaps using a feature or plugin not available to my blender 2.67 and ogre?

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jjonj commented Apr 29, 2014

Sorry for not getting back to you, I hadn't noticed your latest reply, I'm trying out your new model now.
You/I can rename the animation in the XML files generated, before you give it to the OgreXMLConverter.

EDIT 1: Still just a blue ball. Here is a screenshot: http://imgur.com/62Da7kg animation does nothing.
EDIT 2: It looks the same in blender for me O.o http://imgur.com/NQwnImM Animation does nothing there either. Are you perhaps using a feature or plugin not available to my blender 2.67 and ogre?

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@ Thrivingcheese your models needs to be formatted differently!
The meshes all need to be part of the same mesh, ogre doesn't support multiple meshes used as a single one, the same for your materials... I think. Your animations also need to made as NLA tracks using skeletons.
Here is the tutorial me and TritiumH used for learning what to do: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=79616&p=504590 I only went through a basic model with a basic animation so perhaps TritiumH can explain it better, or perhaps even do a post on our forums on how to do the models right with blender for ogre!
If you read the tutorial then I can do the exporting so you don't need to worry about that, and ofc just ignore all the code on how to use it as well.

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jjonj commented Apr 29, 2014

@ Thrivingcheese your models needs to be formatted differently!
The meshes all need to be part of the same mesh, ogre doesn't support multiple meshes used as a single one, the same for your materials... I think. Your animations also need to made as NLA tracks using skeletons.
Here is the tutorial me and TritiumH used for learning what to do: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=79616&p=504590 I only went through a basic model with a basic animation so perhaps TritiumH can explain it better, or perhaps even do a post on our forums on how to do the models right with blender for ogre!
If you read the tutorial then I can do the exporting so you don't need to worry about that, and ofc just ignore all the code on how to use it as well.

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TritiumH Apr 29, 2014

"Edit: It seems i've been doing the materials wrong, remade the vacuole it's not animated don't know why "my_animation" appear."
The agent vacuole is not animated at all, "my_animation" probably shows cause i've put armature to it, to view the model rendered in blender press F12. How did you get the model in blender anyway i've exported it and converted the files? Is the flagella better with the new model?
I guess my post was kinda messy let me post it properly.
Agent Vacuole:
https://www.dropbox.com/s/ptyks9j16gp29dl/AVacuole.rar
Flagellum:
https://www.dropbox.com/s/zoavvoiq0mxxdwi/Flagella.rar
Edit: I would gladly do a tutorial on the forums but need to get the materials working first, if the agent vacuole is still showing just a ball would mean exporter is not exporting UV maps and alpha transparency at the same time and i don't find anything in google.

TritiumH commented Apr 29, 2014

"Edit: It seems i've been doing the materials wrong, remade the vacuole it's not animated don't know why "my_animation" appear."
The agent vacuole is not animated at all, "my_animation" probably shows cause i've put armature to it, to view the model rendered in blender press F12. How did you get the model in blender anyway i've exported it and converted the files? Is the flagella better with the new model?
I guess my post was kinda messy let me post it properly.
Agent Vacuole:
https://www.dropbox.com/s/ptyks9j16gp29dl/AVacuole.rar
Flagellum:
https://www.dropbox.com/s/zoavvoiq0mxxdwi/Flagella.rar
Edit: I would gladly do a tutorial on the forums but need to get the materials working first, if the agent vacuole is still showing just a ball would mean exporter is not exporting UV maps and alpha transparency at the same time and i don't find anything in google.

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The agent vacuole is not animated at all

Ah

view the model rendered in blender press F12

Yeah that works, but that is obviously what Ogre can't do, "pressing f12" whatever render mode that puts blender in. But yeah, there isn't too much help to find with blender and ogre together, ultimately you could make a post on their forums asking for help if needed.

Edit: The Flagella seems the same to me, which is still good except you maybe scaled it down which I can do myself anyway. Did you change anything else that I need to notice?

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jjonj commented Apr 29, 2014

The agent vacuole is not animated at all

Ah

view the model rendered in blender press F12

Yeah that works, but that is obviously what Ogre can't do, "pressing f12" whatever render mode that puts blender in. But yeah, there isn't too much help to find with blender and ogre together, ultimately you could make a post on their forums asking for help if needed.

Edit: The Flagella seems the same to me, which is still good except you maybe scaled it down which I can do myself anyway. Did you change anything else that I need to notice?

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TritiumH Apr 29, 2014

material
Opened the material that should be transparent, should be with 0.5 alpha but the code doesn't talk to me much if you can spot something wrong.

TritiumH commented Apr 29, 2014

material
Opened the material that should be transparent, should be with 0.5 alpha but the code doesn't talk to me much if you can spot something wrong.

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I'll try a few things and get back to you.

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jjonj commented Apr 29, 2014

I'll try a few things and get back to you.

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http://i.imgur.com/IxpRRWo.png Hows that? (Don't mind the microbe spazzing out)
I replaced

depth_write on

with

depth_write off

in material 1 based on http://code.google.com/p/gmogre3d/wiki/HowToUseTransparentMaterials
It doesn't quite look like it does in blender tho, So I'm not sure what else could be the problem, it is still quite good as it is tho. I tried adding the same lines to the other materials as one of them was also using transparency I could see, but that didn't change anything.

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jjonj commented Apr 29, 2014

http://i.imgur.com/IxpRRWo.png Hows that? (Don't mind the microbe spazzing out)
I replaced

depth_write on

with

depth_write off

in material 1 based on http://code.google.com/p/gmogre3d/wiki/HowToUseTransparentMaterials
It doesn't quite look like it does in blender tho, So I'm not sure what else could be the problem, it is still quite good as it is tho. I tried adding the same lines to the other materials as one of them was also using transparency I could see, but that didn't change anything.

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TritiumH Apr 29, 2014

Yes that's how it's supposed to be, remember that the old model looks better but materials are different can't be exported i could recreate it at some point but would have to learn more about some techniques. I can rescale it if you want.
Edit: do you actually need armature to this model?

TritiumH commented Apr 29, 2014

Yes that's how it's supposed to be, remember that the old model looks better but materials are different can't be exported i could recreate it at some point but would have to learn more about some techniques. I can rescale it if you want.
Edit: do you actually need armature to this model?

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Ah awesome! Both of the models will be in this next release!

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jjonj commented Apr 29, 2014

Ah awesome! Both of the models will be in this next release!

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TritiumH commented Apr 29, 2014

Not editing last post so you get notification:
https://www.dropbox.com/s/iqun2vu992opnxn/AgentVacuole2.rar

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do you actually need armature to this model?

Only need the skeletons for animations.

Not editing last post so you get notification:

New model is just a small white ball :b

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jjonj commented Apr 29, 2014

do you actually need armature to this model?

Only need the skeletons for animations.

Not editing last post so you get notification:

New model is just a small white ball :b

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TritiumH Apr 29, 2014

Oh god what have i done now, it even shows perfect in the viewer could you try this one
https://www.dropbox.com/s/2bhuzc10utl0n9m/Vacuole.rar
Edit: Didn't see your edit about the Flagella i moved it so its end is in the center as before it just rotated from the middle i was hoping this would fix the awkward behavior.

TritiumH commented Apr 29, 2014

Oh god what have i done now, it even shows perfect in the viewer could you try this one
https://www.dropbox.com/s/2bhuzc10utl0n9m/Vacuole.rar
Edit: Didn't see your edit about the Flagella i moved it so its end is in the center as before it just rotated from the middle i was hoping this would fix the awkward behavior.

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Ah the emitter was perfect, I had just given it's model to an emitter that I was pushing around :P

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jjonj commented Apr 29, 2014

Ah the emitter was perfect, I had just given it's model to an emitter that I was pushing around :P

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TritiumH Apr 29, 2014

Well still the model is centered in the base of the tail now instead of the middle :).

TritiumH commented Apr 29, 2014

Well still the model is centered in the base of the tail now instead of the middle :).

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Yeah I'm using your second version with the center at the base!
The new vacuole looks a bit better :) http://i.imgur.com/WaV1DoW.png

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jjonj commented Apr 29, 2014

Yeah I'm using your second version with the center at the base!
The new vacuole looks a bit better :) http://i.imgur.com/WaV1DoW.png

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Alexthe666 May 5, 2014

Sorry guys, my computer can't open .rar and .blend . Any chance that you can upload them to imgur?

Alexthe666 commented May 5, 2014

Sorry guys, my computer can't open .rar and .blend . Any chance that you can upload them to imgur?

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tjblazer85 May 6, 2014

Are there anymore models that haven't been made yet?

tjblazer85 commented May 6, 2014

Are there anymore models that haven't been made yet?

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ChizuLaCheese May 6, 2014

Sorry guys, my computer can't open .rar and .blend . Any chance that you can upload them to imgur?

You can either download Blender for free here: http://www.blender.org/download/ and for the .rar files just download winrar http://download.cnet.com/WinRAR-32-bit/3000-2250_4-10007677.html
Or, do you want pictures of the organelle models?, if so I can propably upload some pictures of them to imgur.

ChizuLaCheese commented May 6, 2014

Sorry guys, my computer can't open .rar and .blend . Any chance that you can upload them to imgur?

You can either download Blender for free here: http://www.blender.org/download/ and for the .rar files just download winrar http://download.cnet.com/WinRAR-32-bit/3000-2250_4-10007677.html
Or, do you want pictures of the organelle models?, if so I can propably upload some pictures of them to imgur.

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Are there anymore models that haven't been made yet?

If ThrivingCheese can bring his Mitochondria model up to speed for export I think we're good on organelle models for now.

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jjonj commented May 6, 2014

Are there anymore models that haven't been made yet?

If ThrivingCheese can bring his Mitochondria model up to speed for export I think we're good on organelle models for now.

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Alexthe666 May 6, 2014

What about multi-hex organelles? Because in real life, not all organelles are the same size.

Alexthe666 commented May 6, 2014

What about multi-hex organelles? Because in real life, not all organelles are the same size.

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Alexthe666 May 6, 2014

Yeah could we see some pictures of all these models? Thanks.

Alexthe666 commented May 6, 2014

Yeah could we see some pictures of all these models? Thanks.

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In terms of the actual cilia they look good! The body itself looks a bit large and a bit too flat in my opinion!
For animation you will want to read this: http://thrivegame.forum-free.ca/t1402-basic-blender-modeling-animation-and-exporting-to-ogre-tutorial?highlight=animation
as it needs to done in a slightly more special way for ogre to handle it.

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jjonj commented Dec 11, 2014

In terms of the actual cilia they look good! The body itself looks a bit large and a bit too flat in my opinion!
For animation you will want to read this: http://thrivegame.forum-free.ca/t1402-basic-blender-modeling-animation-and-exporting-to-ogre-tutorial?highlight=animation
as it needs to done in a slightly more special way for ogre to handle it.

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Poisonchocolate Dec 12, 2014

I can easily fix the organelle. But for animation... I'm pretty terrible with animations. When I say terrible, I really mean it. I could do it if necessary, but that's not really ideal.

If I do have to animate it, how should the cilia move? As in, should they just do a generic move back-and-forth at the same time, or more realistic, where they all individually move?

Poisonchocolate commented Dec 12, 2014

I can easily fix the organelle. But for animation... I'm pretty terrible with animations. When I say terrible, I really mean it. I could do it if necessary, but that's not really ideal.

If I do have to animate it, how should the cilia move? As in, should they just do a generic move back-and-forth at the same time, or more realistic, where they all individually move?

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The generic move should be fine! :)

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jjonj commented Dec 15, 2014

The generic move should be fine! :)

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Poisonchocolate Dec 19, 2014

I'm terribly sorry for being inactive-- this past week has been on a very tight schedule. Over the break, however, it'll hopefully loosen up, and I can go get that done.

Poisonchocolate commented Dec 19, 2014

I'm terribly sorry for being inactive-- this past week has been on a very tight schedule. Over the break, however, it'll hopefully loosen up, and I can go get that done.

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No rush!

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jjonj commented Dec 19, 2014

No rush!

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Alexthe666 Dec 29, 2014

Do you guys have any more models needed? I've been looking in to blender(learning the basics) and I can try to make some for you guys.

Alexthe666 commented Dec 29, 2014

Do you guys have any more models needed? I've been looking in to blender(learning the basics) and I can try to make some for you guys.

@jjonj jjonj assigned jjonj and unassigned ChizuLaCheese Feb 9, 2015

@jjonj jjonj removed this from the Release 0.2.4 milestone Feb 9, 2015

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Alex-the-666 Mar 2, 2015

once again I am gong to ask if you guys need any models. do you?

Alex-the-666 commented Mar 2, 2015

once again I am gong to ask if you guys need any models. do you?

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It's hard to keep track of :b but I imagine we could always use some extra models for various agent vacuoles (we have the "oxytoxy" one already)!

EDIT: I just made a status in the original description and we don't have a model for a normal storage vacuole yet either.

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jjonj commented Mar 3, 2015

It's hard to keep track of :b but I imagine we could always use some extra models for various agent vacuoles (we have the "oxytoxy" one already)!

EDIT: I just made a status in the original description and we don't have a model for a normal storage vacuole yet either.

@tjblazer85 tjblazer85 referenced this issue Mar 22, 2015

Open

Add cilia #174

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tjblazer85 Mar 26, 2015

Hey Guys! I've made three Vacuole Models! Just vote on which one you guys think should be used in the game. After looking at the other models in the game, I've decided to take a look into how to make my models look better and I figured out how to use the texture option in blender! Hopefully my models are up to par now.

Here are Vacuoles 1,2, and 3:
vacuole 1
vacuole 2
vacuole 3

Download link is here: https://dl.dropboxusercontent.com/u/137682043/Vacuoles.rar

P.S. @jjonj, I've checked on the Chloroplast model in blender, I think it should work with Ogre but I don't have the right programs to make sure. Can you tell me what programs I need to test the models in Ogre? I might need it for future models.

tjblazer85 commented Mar 26, 2015

Hey Guys! I've made three Vacuole Models! Just vote on which one you guys think should be used in the game. After looking at the other models in the game, I've decided to take a look into how to make my models look better and I figured out how to use the texture option in blender! Hopefully my models are up to par now.

Here are Vacuoles 1,2, and 3:
vacuole 1
vacuole 2
vacuole 3

Download link is here: https://dl.dropboxusercontent.com/u/137682043/Vacuoles.rar

P.S. @jjonj, I've checked on the Chloroplast model in blender, I think it should work with Ogre but I don't have the right programs to make sure. Can you tell me what programs I need to test the models in Ogre? I might need it for future models.

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tjblazer85 Mar 26, 2015

@jjonj, I wanted to ask what another agent vacuole should look like? Should I keep it close to the way the one we already have looks like or should I make it more varied? Also, why do we need another agent vacuole, and how many more do we need?

tjblazer85 commented Mar 26, 2015

@jjonj, I wanted to ask what another agent vacuole should look like? Should I keep it close to the way the one we already have looks like or should I make it more varied? Also, why do we need another agent vacuole, and how many more do we need?

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TritiumH Mar 26, 2015

@tjblazer85 I've exported your model from Blender and opened it with Nimet sadly i don't think this texture displacement is exporting or even the transparency, ogre material settings in blender provide very little options i'm afraid for better looks we'll need shaders, i think a velvet shader would look nice on our models but i'm just getting into all of this.

TritiumH commented Mar 26, 2015

@tjblazer85 I've exported your model from Blender and opened it with Nimet sadly i don't think this texture displacement is exporting or even the transparency, ogre material settings in blender provide very little options i'm afraid for better looks we'll need shaders, i think a velvet shader would look nice on our models but i'm just getting into all of this.

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tjblazer85 Mar 27, 2015

I'll look into it, maybe I can figure something out.

tjblazer85 commented Mar 27, 2015

I'll look into it, maybe I can figure something out.

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what another agent vacuole should look like

From a realistic perspective I have no idea, and from an artistic one you are more qualified than I ;)

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jjonj commented Mar 27, 2015

what another agent vacuole should look like

From a realistic perspective I have no idea, and from an artistic one you are more qualified than I ;)

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I just made a branch where chloroplast is unlockable, but until we have a working chloroplast model it is just using the toxin model.

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jjonj commented Apr 4, 2015

I just made a branch where chloroplast is unlockable, but until we have a working chloroplast model it is just using the toxin model.

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ChizuLaCheese Apr 5, 2015

Didn't the one tjblazer85 posted work?

ChizuLaCheese commented Apr 5, 2015

Didn't the one tjblazer85 posted work?

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From above replies it sounds like tritium tested it and it had issues

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jjonj commented Apr 6, 2015

From above replies it sounds like tritium tested it and it had issues

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Poisonchocolate Jun 19, 2015

Immensely sorry for this, but I had lost track of this project. Anyways, here you go with the cilia model (I didn't add any color as I was unsure of what that should be). Absolutely tell me if anything needs to be changed. Again, I apologize for just disappearing!
cilia2
The rendering is very low quality because this is just to show the work.

Poisonchocolate commented Jun 19, 2015

Immensely sorry for this, but I had lost track of this project. Anyways, here you go with the cilia model (I didn't add any color as I was unsure of what that should be). Absolutely tell me if anything needs to be changed. Again, I apologize for just disappearing!
cilia2
The rendering is very low quality because this is just to show the work.

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Looks quite good! Is it animated? Regarding color I think you have some artistic freedom there!

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jjonj commented Jun 19, 2015

Looks quite good! Is it animated? Regarding color I think you have some artistic freedom there!

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Poisonchocolate Jun 19, 2015

In it's current state I am able to animate it, but I'm not entirely sure how to go about animating it using an armature in the way explained on the post about how to export models from blender to OGRE. I think I might have an idea on how to do so, though.

Regarding texturing, would I be able to use shaders, or would I actually have to make textures in image form for models?

Poisonchocolate commented Jun 19, 2015

In it's current state I am able to animate it, but I'm not entirely sure how to go about animating it using an armature in the way explained on the post about how to export models from blender to OGRE. I think I might have an idea on how to do so, though.

Regarding texturing, would I be able to use shaders, or would I actually have to make textures in image form for models?

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You can find some info on ogre materials and what they can do here: http://www.ogre3d.org/tikiwiki/Materials

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jjonj commented Jun 20, 2015

You can find some info on ogre materials and what they can do here: http://www.ogre3d.org/tikiwiki/Materials

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Poisonchocolate Jun 21, 2015

I honestly cannot figure out how to set materials with blender2ogre. I can export the mesh with animations itself, but I really have no clue with setting materials. So blender textures will not carry over?

Part of the problem is blender2ogre is not updated for the current version of blender.

Poisonchocolate commented Jun 21, 2015

I honestly cannot figure out how to set materials with blender2ogre. I can export the mesh with animations itself, but I really have no clue with setting materials. So blender textures will not carry over?

Part of the problem is blender2ogre is not updated for the current version of blender.

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Oliveriver Jul 22, 2015

With the membrane coming relatively soon, it might be a good idea to work on implementing the organelle models, seeing as hexagons floating around inside the membrane might not look particularly good.

Sorry about the somewhat instructional post coming. If you think something here needs changing, please say - all this is written assuming the current concept is correct.

Before that though, we need to decide on how big each organelle should be. External organelles all attach to the outside of the membrane and move with it. All of them use one edge of one hex in the editor, so the width of their attachment point should stay about that size. Their length is up to the creator (in future, length will be upgradeable, but for now this isn't an issue). Most external organelles are also animated in some way.

Internal organelles have differing sizes. Each is defined by a small hex arrangement, and the model should fit within it. Something like this (except the models should actually look like proper organelles, not just weird blobs):

organelle hexes

The nucleus, endoplasmic reticulum and golgi apparatus are special cases - though they count as separate organelles, the player can't move them, and their organelle models should overlap and be attached to each other.

Vacuoles should come in multiple shapes and sizes, all made from arrangements of hexagons but retaining the same sort of appearance. It might even be possible for vacuoles to expand as they store more compounds, but this isn't necessary and is up to the modelers. All internal organelles should float around inside the cell once in-game.

Here's a full list of organelles, both internal and external. All the sizes for external organelles need to be decided on:

High priority:

  • (Internal) Nucleus/Endoplasmic Reticulum/Golgi Apparatus
  • (Internal) Mitochondrion
  • (Internal) Vacuoles of various sizes
  • (Internal) Chloroplast
  • (External) Flagellum
  • (External) Agent Secretor*

Low priority:

  • (Internal) Thermoplast
  • (Internal) Slime Gland**
  • (Internal) Bioluminescent Organelle
  • (External) Cilia
  • (External) Predatory Pilus
  • (External) Engulfing Edge
  • (External) Lamellipodia
  • The agent secretor is in the game as an internal organelle, but eventually should be external. Come to think of it, the game doesn't currently handle external organelles at all (even flagella are placed like internal organelles), so this might be needed first.

** Slime glands are basically just exploding vacuoles holding slime. Models are needed for all the same shapes of slime gland as vacuoles.

For more detailed information on organelles and visuals, see:
http://thrivegame.wikidot.com/gdd-microbe:gameplay#toc21
http://thrivegame.wikidot.com/gdd-microbe:visuals#toc2

Oliveriver commented Jul 22, 2015

With the membrane coming relatively soon, it might be a good idea to work on implementing the organelle models, seeing as hexagons floating around inside the membrane might not look particularly good.

Sorry about the somewhat instructional post coming. If you think something here needs changing, please say - all this is written assuming the current concept is correct.

Before that though, we need to decide on how big each organelle should be. External organelles all attach to the outside of the membrane and move with it. All of them use one edge of one hex in the editor, so the width of their attachment point should stay about that size. Their length is up to the creator (in future, length will be upgradeable, but for now this isn't an issue). Most external organelles are also animated in some way.

Internal organelles have differing sizes. Each is defined by a small hex arrangement, and the model should fit within it. Something like this (except the models should actually look like proper organelles, not just weird blobs):

organelle hexes

The nucleus, endoplasmic reticulum and golgi apparatus are special cases - though they count as separate organelles, the player can't move them, and their organelle models should overlap and be attached to each other.

Vacuoles should come in multiple shapes and sizes, all made from arrangements of hexagons but retaining the same sort of appearance. It might even be possible for vacuoles to expand as they store more compounds, but this isn't necessary and is up to the modelers. All internal organelles should float around inside the cell once in-game.

Here's a full list of organelles, both internal and external. All the sizes for external organelles need to be decided on:

High priority:

  • (Internal) Nucleus/Endoplasmic Reticulum/Golgi Apparatus
  • (Internal) Mitochondrion
  • (Internal) Vacuoles of various sizes
  • (Internal) Chloroplast
  • (External) Flagellum
  • (External) Agent Secretor*

Low priority:

  • (Internal) Thermoplast
  • (Internal) Slime Gland**
  • (Internal) Bioluminescent Organelle
  • (External) Cilia
  • (External) Predatory Pilus
  • (External) Engulfing Edge
  • (External) Lamellipodia
  • The agent secretor is in the game as an internal organelle, but eventually should be external. Come to think of it, the game doesn't currently handle external organelles at all (even flagella are placed like internal organelles), so this might be needed first.

** Slime glands are basically just exploding vacuoles holding slime. Models are needed for all the same shapes of slime gland as vacuoles.

For more detailed information on organelles and visuals, see:
http://thrivegame.wikidot.com/gdd-microbe:gameplay#toc21
http://thrivegame.wikidot.com/gdd-microbe:visuals#toc2

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Poisonchocolate Jul 22, 2015

I have a few questions.

  1. Do organelles have physjxs? i.e. collisions and deformation. If so, then a hex wouldn't work very well for collision or at all for deformation.
  2. A bit of clarification on exterior organelles? You say they take up one hex edge. But the membrane isn't based on hexes, correct? This wouldn't work for the deformation the membrane would have, because the organelles won't be flexible.

I feel like its more likely that I'm missing something rather than you having made a mistake,so please correct any assumptions.

Poisonchocolate commented Jul 22, 2015

I have a few questions.

  1. Do organelles have physjxs? i.e. collisions and deformation. If so, then a hex wouldn't work very well for collision or at all for deformation.
  2. A bit of clarification on exterior organelles? You say they take up one hex edge. But the membrane isn't based on hexes, correct? This wouldn't work for the deformation the membrane would have, because the organelles won't be flexible.

I feel like its more likely that I'm missing something rather than you having made a mistake,so please correct any assumptions.

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Oliveriver Jul 23, 2015

Do organelles have physjxs? i.e. collisions and deformation. If so, then a hex wouldn't work very well for collision or at all for deformation.

Very unlikely. They probably would collide, but there wouldn't be any deformation involved, they'd just bounce off one another.

A bit of clarification on exterior organelles? You say they take up one hex edge. But the membrane isn't based on hexes, correct? This wouldn't work for the deformation the membrane would have, because the organelles won't be flexible.

The membrane is based on hex arrangement - it's drawn using an algorithm around the cytoplasm and organelles placed using hexes in the editor. Something like this:

membrane rendering

You can see a flagellum attached to the edge of one hexagon, and rendered on the membrane based on its position. Since external organelles can be added to any edge, there can be many of them attached to a single hex:

membrane rendering 2

That might cause problems when rendering them in-game (especially if more flagella were added to the edges of the hexes on either side). I guess the only way around that would be to have an algorithm which aligns external organelles so none overlap or anything.

The membrane will be flexing quite a bit during collisions or movement, and external organelles will move with it (i.e. their attachment point will remain at the same point on the membrane, but that point can move). Again, overlaps of the rendered external organelles might become a problem. Perhaps external organelles shouldn't have physics applied to them so they can overlap.

Oliveriver commented Jul 23, 2015

Do organelles have physjxs? i.e. collisions and deformation. If so, then a hex wouldn't work very well for collision or at all for deformation.

Very unlikely. They probably would collide, but there wouldn't be any deformation involved, they'd just bounce off one another.

A bit of clarification on exterior organelles? You say they take up one hex edge. But the membrane isn't based on hexes, correct? This wouldn't work for the deformation the membrane would have, because the organelles won't be flexible.

The membrane is based on hex arrangement - it's drawn using an algorithm around the cytoplasm and organelles placed using hexes in the editor. Something like this:

membrane rendering

You can see a flagellum attached to the edge of one hexagon, and rendered on the membrane based on its position. Since external organelles can be added to any edge, there can be many of them attached to a single hex:

membrane rendering 2

That might cause problems when rendering them in-game (especially if more flagella were added to the edges of the hexes on either side). I guess the only way around that would be to have an algorithm which aligns external organelles so none overlap or anything.

The membrane will be flexing quite a bit during collisions or movement, and external organelles will move with it (i.e. their attachment point will remain at the same point on the membrane, but that point can move). Again, overlaps of the rendered external organelles might become a problem. Perhaps external organelles shouldn't have physics applied to them so they can overlap.

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Oliveriver Jul 23, 2015

Here's an overview of everything I've talked about in a far more understandable picture form:

organelle hexes complete

They are, in order from left to right: the cytoplasm structure, organelle placement, rendered membrane and organelles, and an example of environmental distortion and floating organelles.

Oliveriver commented Jul 23, 2015

Here's an overview of everything I've talked about in a far more understandable picture form:

organelle hexes complete

They are, in order from left to right: the cytoplasm structure, organelle placement, rendered membrane and organelles, and an example of environmental distortion and floating organelles.

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Poisonchocolate Jul 23, 2015

Alright. So probably the most difficult thing with this is the cilia. It needs to have a special system of some sort to apply it to the membrane.

Poisonchocolate commented Jul 23, 2015

Alright. So probably the most difficult thing with this is the cilia. It needs to have a special system of some sort to apply it to the membrane.

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@Oliveriver, very nice job on the images. Here are my 2 cents:

I always thought that the organelles in the cell would remain stationary, but my current membrane prototype does allow for them to move, so I guess that shouldn't really be a problem to do. For collisions, we could let them flow on top of eachother without any collisions since our cell is actually 3-dimensional and the organelles aren't all located in a plane. Another idea would be to use a simple rectangle bounding box for collisions—the organelles never really have to touch. Whichever method we chose, it should be easy to implement.

Here is a link from the old forum that I found that should help with the silhouettes: http://i82.servimg.com/u/f82/14/12/40/46/cellsp11.png

We definitely need good models for the organelles (like the one we have for the toxin organelle currently); however the external organelles are a bit more complicated. The flagellum needs to be a static, tube-like model that will then be animated in the actual program (or we could try to make it completely procedural). I think it should be easy to place by simply attaching its origin to a point on the cells membrane. As for the cilia, their model can simply be attached to all the faces on the cell membrane, using a fresnel shader, so they are only noticible on the sides but not when directly viewed on from the top.

Also, maybe we should move this discussion to the dev forum?

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TheCreator-- commented Jul 23, 2015

@Oliveriver, very nice job on the images. Here are my 2 cents:

I always thought that the organelles in the cell would remain stationary, but my current membrane prototype does allow for them to move, so I guess that shouldn't really be a problem to do. For collisions, we could let them flow on top of eachother without any collisions since our cell is actually 3-dimensional and the organelles aren't all located in a plane. Another idea would be to use a simple rectangle bounding box for collisions—the organelles never really have to touch. Whichever method we chose, it should be easy to implement.

Here is a link from the old forum that I found that should help with the silhouettes: http://i82.servimg.com/u/f82/14/12/40/46/cellsp11.png

We definitely need good models for the organelles (like the one we have for the toxin organelle currently); however the external organelles are a bit more complicated. The flagellum needs to be a static, tube-like model that will then be animated in the actual program (or we could try to make it completely procedural). I think it should be easy to place by simply attaching its origin to a point on the cells membrane. As for the cilia, their model can simply be attached to all the faces on the cell membrane, using a fresnel shader, so they are only noticible on the sides but not when directly viewed on from the top.

Also, maybe we should move this discussion to the dev forum?

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Oliveriver Jul 23, 2015

Also, maybe we should move this discussion to the dev forum?

You read my mind: I'm writing an opening post for it already. I'll reply to all your points there.

EDIT: Done: http://forum.revolutionarygamesstudio.com/t/organelle-models/88

Oliveriver commented Jul 23, 2015

Also, maybe we should move this discussion to the dev forum?

You read my mind: I'm writing an opening post for it already. I'll reply to all your points there.

EDIT: Done: http://forum.revolutionarygamesstudio.com/t/organelle-models/88

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tjblazer85 Aug 20, 2015

Hey Guys! I'd like to join the discussion and make some new models but I can't login in to the new forums. Any help?

tjblazer85 commented Aug 20, 2015

Hey Guys! I'd like to join the discussion and make some new models but I can't login in to the new forums. Any help?

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Oliveriver Aug 20, 2015

Hi @tjblazer85 ! Officially you're meant to submit an application here: http://revolutionarygamesstudio.com/application/

But since you've helped before I think we could skip that and just invite you anyway. We'd need your email though.

Oliveriver commented Aug 20, 2015

Hi @tjblazer85 ! Officially you're meant to submit an application here: http://revolutionarygamesstudio.com/application/

But since you've helped before I think we could skip that and just invite you anyway. We'd need your email though.

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tjblazer85 Aug 20, 2015

Thanks a lot @Oliveriver ! Here's my email address: tjtomenes@yahoo.com

tjblazer85 commented Aug 20, 2015

Thanks a lot @Oliveriver ! Here's my email address: tjtomenes@yahoo.com

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Oliveriver Aug 20, 2015

Ok, it should have been sent.

Oliveriver commented Aug 20, 2015

Ok, it should have been sent.

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tjblazer85 Aug 20, 2015

I̶ ̶t̶r̶i̶e̶d̶ ̶c̶h̶a̶n̶g̶i̶n̶g̶ ̶m̶y̶ ̶p̶a̶s̶s̶w̶o̶r̶d̶ ̶b̶u̶t̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶n̶'̶t̶ ̶w̶o̶r̶k̶.̶ ̶A̶l̶s̶o̶ I'm working on a Mitochondria model.
@Oliveriver
I̶t̶ ̶s̶a̶y̶s̶ ̶p̶a̶s̶s̶w̶o̶r̶d̶ ̶l̶i̶n̶k̶ ̶t̶o̶o̶ ̶o̶l̶d̶ ̶e̶v̶e̶n̶ ̶t̶h̶o̶u̶g̶h̶ ̶i̶t̶'̶s̶ ̶j̶u̶s̶t̶ ̶b̶e̶e̶n̶ ̶a̶ ̶m̶i̶n̶u̶t̶e̶.̶
Nevermind, I finally got it to work xD

tjblazer85 commented Aug 20, 2015

I̶ ̶t̶r̶i̶e̶d̶ ̶c̶h̶a̶n̶g̶i̶n̶g̶ ̶m̶y̶ ̶p̶a̶s̶s̶w̶o̶r̶d̶ ̶b̶u̶t̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶n̶'̶t̶ ̶w̶o̶r̶k̶.̶ ̶A̶l̶s̶o̶ I'm working on a Mitochondria model.
@Oliveriver
I̶t̶ ̶s̶a̶y̶s̶ ̶p̶a̶s̶s̶w̶o̶r̶d̶ ̶l̶i̶n̶k̶ ̶t̶o̶o̶ ̶o̶l̶d̶ ̶e̶v̶e̶n̶ ̶t̶h̶o̶u̶g̶h̶ ̶i̶t̶'̶s̶ ̶j̶u̶s̶t̶ ̶b̶e̶e̶n̶ ̶a̶ ̶m̶i̶n̶u̶t̶e̶.̶
Nevermind, I finally got it to work xD

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TheCreator-- Dec 4, 2015

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We got all of the organelle models in this release, so I'm going to go ahead and close this issue.

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TheCreator-- commented Dec 4, 2015

We got all of the organelle models in this release, so I'm going to go ahead and close this issue.

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