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16 Nov 2024 11:17:37 EST (-0500)
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From: scott
Subject: Cars
Date: 18 Oct 2005 10:41:14
Message: <4355098a$1@news.povray.org>
Recently I've been working on converting the 3D models in my current
favourite game to POV format.  The files are stored in some binary format
that is quite complex, and the textures are in .dds format.  Anyway, I've
been writing some C++ code to write out a POV file.  As you can see the
geometry is done, but I'm still working on getting the textures converted
automatically.

This model has ~10k triangles.


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From: s day
Subject: Re: Cars
Date: 18 Oct 2005 11:20:00
Message: <web.43551274db3e2e6956175c480@news.povray.org>
"scott" <sco### [at] spamcom> wrote:
> Recently I've been working on converting the 3D models in my current
> favourite game to POV format.  The files are stored in some binary format
> that is quite complex, and the textures are in .dds format.  Anyway, I've
> been writing some C++ code to write out a POV file.  As you can see the
> geometry is done, but I'm still working on getting the textures converted
> automatically.
>
> This model has ~10k triangles.

That looks great and what a cool way to get hold of some decent models. (Not
sure about the copyright law though ;-)

Can't wait to see a POV render of this with full textures etc..

Sean


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From: scott
Subject: Re: Cars
Date: 18 Oct 2005 17:23:02
Message: <435567b6@news.povray.org>
s.day wrote:
> "scott" <sco### [at] spamcom> wrote:
>> Recently I've been working on converting the 3D models in my current
>> favourite game to POV format.  The files are stored in some binary
>> format that is quite complex, and the textures are in .dds format.
>> Anyway, I've been writing some C++ code to write out a POV file.  As
>> you can see the geometry is done, but I'm still working on getting
>> the textures converted automatically.
>>
>> This model has ~10k triangles.
>
> That looks great and what a cool way to get hold of some decent
> models. (Not sure about the copyright law though ;-)
>
> Can't wait to see a POV render of this with full textures etc..

A reflective car over a checkered plane :-)

Need to work on a good setting for it though, what you see is five minutes 
work!  A WIP definitely.


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From: Dre
Subject: Re: Cars
Date: 18 Oct 2005 18:20:43
Message: <4355753b$1@news.povray.org>
"scott" <sco### [at] spamcom> wrote in message news:4355098a$1@news.povray.org...
> Recently I've been working on converting the 3D models in my current
> favourite game to POV format.  The files are stored in some binary format
> that is quite complex, and the textures are in .dds format.  Anyway, I've
> been writing some C++ code to write out a POV file.  As you can see the
> geometry is done, but I'm still working on getting the textures converted
> automatically.
>
> This model has ~10k triangles.
>
>
>

Thats incredible!  Are you at all thinking about releasing that program??

Cheers Dre


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From: Stefan Viljoen
Subject: Re: Cars
Date: 19 Oct 2005 02:10:47
Message: <4355e366@news.povray.org>
scott spake:

> Recently I've been working on converting the 3D models in my current
> favourite game to POV format.  The files are stored in some binary format
> that is quite complex, and the textures are in .dds format.  Anyway, I've
> been writing some C++ code to write out a POV file.  As you can see the
> geometry is done, but I'm still working on getting the textures converted
> automatically.
> 
> This model has ~10k triangles.

VERY nice!

Beware the lawyers, though...:)

-- 
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions


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From: scott
Subject: Re: Cars
Date: 19 Oct 2005 05:11:45
Message: <43560dd1@news.povray.org>
Dre wrote:
> "scott" <sco### [at] spamcom> wrote in message
> news:4355098a$1@news.povray.org...
>> Recently I've been working on converting the 3D models in my current
>> favourite game to POV format.  The files are stored in some binary
>> format that is quite complex, and the textures are in .dds format.
>> Anyway, I've been writing some C++ code to write out a POV file.  As
>> you can see the geometry is done, but I'm still working on getting
>> the textures converted automatically.
>>
>> This model has ~10k triangles.
>>
>>
>>
>
> Thats incredible!  Are you at all thinking about releasing that
> program??

You can get it from my website:

www.scottboham.co.uk/sw

Any problems give me a shout as I haven't really tested it properly, I just
got it working last night.


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From: scott
Subject: Re: Cars
Date: 19 Oct 2005 05:16:51
Message: <43560f03@news.povray.org>
> scott spake:
>
>> Recently I've been working on converting the 3D models in my current
>> favourite game to POV format.  The files are stored in some binary
>> format that is quite complex, and the textures are in .dds format.
>> Anyway, I've been writing some C++ code to write out a POV file.  As
>> you can see the geometry is done, but I'm still working on getting
>> the textures converted automatically.
>>
>> This model has ~10k triangles.
>
> VERY nice!
>
> Beware the lawyers, though...:)

Well the website for the game has "programmers information" for the file
formats, so I guess they won't mind :-)


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From: Sebastian H 
Subject: Re: Cars
Date: 19 Oct 2005 05:40:56
Message: <435614a8$1@news.povray.org>
scott wrote:
>>scott spake:
>>
>>
>>>Recently I've been working on converting the 3D models in my current
>>>favourite game to POV format.  The files are stored in some binary
>>>format that is quite complex, and the textures are in .dds format.
>>>Anyway, I've been writing some C++ code to write out a POV file.  As
>>>you can see the geometry is done, but I'm still working on getting
>>>the textures converted automatically.
>>>
>>>This model has ~10k triangles.
>>
>>VERY nice!
>>
>>Beware the lawyers, though...:)
> 
> 
> Well the website for the game has "programmers information" for the file
> formats, so I guess they won't mind :-)
> 
There's a legal difference between the data description and the actual 
data which makes up the artwork. The former one may be free or open but 
the latter one I would handle with care.
E.g. ID-Software published the whole sourcecode for their quake
series games but the for artwork (models, maps, textures) one
still has to pay for.

Sebastian


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From: scott
Subject: Re: Cars
Date: 19 Oct 2005 05:51:35
Message: <43561727$1@news.povray.org>
Sebastian H. wrote:
> scott wrote:
>>> scott spake:
>>>
>>>
>>>> Recently I've been working on converting the 3D models in my
>>>> current favourite game to POV format.  The files are stored in
>>>> some binary format that is quite complex, and the textures are in
>>>> .dds format. Anyway, I've been writing some C++ code to write out
>>>> a POV file.  As you can see the geometry is done, but I'm still
>>>> working on getting the textures converted automatically.
>>>>
>>>> This model has ~10k triangles.
>>>
>>> VERY nice!
>>>
>>> Beware the lawyers, though...:)
>>
>>
>> Well the website for the game has "programmers information" for the
>> file formats, so I guess they won't mind :-)
>>
> There's a legal difference between the data description and the actual
> data which makes up the artwork. The former one may be free or open
> but the latter one I would handle with care.

No, in this case the mesh and artwork is free.  The mesh data is actually
included in a separate download from their site, and the artwork you can get
from the free demo of the game in jpeg format.  Or you could just make your
own artwork, they give you blank templates of the textures.

> E.g. ID-Software published the whole sourcecode for their quake
> series games but the for artwork (models, maps, textures) one
> still has to pay for.


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From: Sebastian H 
Subject: Re: Cars
Date: 19 Oct 2005 07:49:54
Message: <435632e2$1@news.povray.org>
scott wrote:
> Sebastian H. wrote:
> 
>>scott wrote:
>>
>>>>scott spake:
>>>>
>>>>
>>>>
>>>>>Recently I've been working on converting the 3D models in my
>>>>>current favourite game to POV format.  The files are stored in
>>>>>some binary format that is quite complex, and the textures are in
>>>>>.dds format. Anyway, I've been writing some C++ code to write out
>>>>>a POV file.  As you can see the geometry is done, but I'm still
>>>>>working on getting the textures converted automatically.
>>>>>
>>>>>This model has ~10k triangles.
>>>>
>>>>VERY nice!
>>>>
>>>>Beware the lawyers, though...:)
>>>
>>>
>>>Well the website for the game has "programmers information" for the
>>>file formats, so I guess they won't mind :-)
>>>
>>
>>There's a legal difference between the data description and the actual
>>data which makes up the artwork. The former one may be free or open
>>but the latter one I would handle with care.
> 
> 
> No, in this case the mesh and artwork is free.  The mesh data is actually
> included in a separate download from their site, and the artwork you can get
> from the free demo of the game in jpeg format.  Or you could just make your
> own artwork, they give you blank templates of the textures.

Do you mean you can extract the artwork from the demo?
The fact that the demo is free does not necessarily mean
that the artwork is free for use.
Is there somewhere explicitely said that you're allowed
to use these models for your own work which you publish
and eventually get money for?

Sebastian


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