Polybuilder’s Figures

Hi James,
You can only really use testers when a game reaches a first beta stage.
Up to that point the only person(s) that can do the testing are the coders.

If I write some code to say give the player an on screen text message, half way through the game, the only person that can test if is working as intended would be me (or whoever wrote the code)

If I have to shoot tewnty or thirty bad guys to get to this point and I find there is a problem with the message…
I then have to re-write the code and do it all again…and again…and again.

This is why I don’t do games any more. The whole thing becomes completly boring.

With a team of coders, all working together it ain’t to bad, BUT the coders ALL need to be experienced in writing this stuff.

I would be prepared to have a go at a walkthu museum thingie of 3DC users models to start with, if any one is interested.
Just so users could get the hang of applying textures and building models with lightmapping in mind.

If that works I may move on to an animated demo, something along the lines of the Recovery deck demo, It could be any theme.

It’s a long job, even though other people may be building the models, to bring it all together into a finished product.


Hi Bazza

Again, I do understand about the testing, you’re right.

Lets go for the museum project to start then, eh? Any type of models.. character, animal or creature…

Yes we could start that but there is still the problem of finding a host for anyone to upload/download models.
Without this the whole thing is a none starter.

The other way would be to use Messenger to swap files but this could get out of hand depending on the number of people involved.
I don’t realy want to spend most of the day sending and recieving files on Messenger, I’d never get anything done. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

The other point is…is anyone interested in this. Without the participants again it’s a none starter.


Not sure where to start – but start I must – I’ve been waiting in the wings for approval since I discovered Bazza’s magic tute on Blitz 3D from way back. Since then I’ve bought 3DC and am almost finished the ‘Extruding a Scene’ tute – more magic from Bazza.

I’ve been programming since the 70’s – more recently I’ve managed to create some reasonably successful 2D games – you can check out my website for more info.

I’m now keen to develop my 3D skills – I’ve flirted with Blitz 3D, Bryce, Carrara and Poser in the past but the learning curve seemed so steep! But Bazza’s tutes have enabled me to make a real start.

I have projects in mind but at this stage I’m happy to just learn. I’m certainly interested in the Museum Project idea – I may even be able to help with hosting.

Anyway … that’s enough for starters … looking forward to spending some time here.


Hi Peter,
Pleased you liked the tuts, I’ll get around to doing some more soon.
Hope you post a pic of your extruded scene, even a WIP, I’d like to see it.

I started progremming with a Speccy, can’t remember now when they came out, I managed to buy one about a year ago, new, still in it’s box, with loads of games…cost me -�5. <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –>
I dable with Poser now and again but it’s only for fun really, the poly counts on anything you create are much to high for me.

Can help to some extent with Blitz if you have the full version, I’m not that good a coder but I get by, just. <!– s:? –><img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused" /><!– s:? –>
I learn what I need to know and I’m happy with that.
If your using Blitz for 3D stuff you really need a lightmapper to get the best effects.
Like you say most of this stuff has a steep learning curve but if I can manage it anyone can.

If you get stuck with anything just ask…if you get really stuck you can get me on MSN Messenger quite often.


Hi Bazza,

Thanks for the prompt reply. As requested here’s my WIP as it appears in Blitz 3D:


You’ll note the absence of pipes etc but when I got to Tute 3, you’d stopped treating us like newbies so I have to go back to the Basics Tutes to learn how to do more than just extrude a cube <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt="" title="Smile" /><!– s:) –>

I’m ready to follow your path completely and have already downloaded the Gile trial but, sadly, when I open my deck.x file in it I don’t see any model although its name appears in the list at the side. Clearly the file is ok cos it loads into BB3D just fine. Do I have an issue cos it’s the demo version?

I don’t use MSN … read too many horror stories of the security holes it opens up … anyway, it’s probably better going via the Forum so other people can see that even people with heaps of experience struggle and ask silly questions <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

On the other hand, I may talk to you privately further down the track about the first project I have in mind.

I would love to see the Recovery deck demo if you’re prepared to e-mail it to me … I’ll PM you my e-mail address. I’m in awe of the quality of your work!


Sorry I’ll do a small tut for the pipes and handrails.

Nice job with the extruded scene <!– s:D –><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!– s:D –> ,easy when you know how ain’t it. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>
The whole thing is made much simpler by making sure you have the faces laid out to take the textures on the basic cube you start with.

Re Giles…I’ve had this happen with .x files with earlier versions of 3DC. Which version of 3DC are you using?
I’m using and don’t have any problems exporting .x files other than the way materials are named.

Are you exporting the model from 3DC as a DirectX Object rather than using the File menu and Exportandgt;andgt;andgt;Direct x.
To export from 3DC as a DirectX Object…
1)Right click on the model.
2)From the drop down menu choose Exportandgt;andgt;andgt;DirectX Object.

I convert my .x files first to .b3d file format before loading into Giles.
The converter only runs in Blitz, as well as converting to .b3d it also recalculates the normals.
I’ll mail it to you with the recovery deck demo with instructions.



I tried the second export method – the only difference in the x files was the naming of the mesh ‘mesh-13’ instead of ‘Cube’. The end result in Gile was the same – no object visible but all the materials are there ok.

I’ll purchase Gile and see if that makes a difference.

The Recovery Deck Demo is awesome – a great inspiration to all us wannabees! Thank you for being prepared to share it.


Which version of 3DC are you using?

Pleased you liked the demo.


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