Game Development
Discusion area for game development related to Animation:Master
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I've been putting together some advanced tips and techniques in some kind of manual for myself. I decided to share it. I named the document 'Models for Games' because it also includes specific information about getting your models into a game engine. However, I think the modeling and texturing tips described there may prove useful in any situation. modelsforgames.pdf
Last reply by Rodney, -
- 1 follower
- 74 replies
- 5.4k views
First off, please see this thread -- http://www.hash.com/forums/index.php?showtopic=9110 -- for the previous discussion on this. It's in the SDK forum though, and I thought this forum might be more appropriate. Off and on for the past two months, I've been working on a Torque exporter for A:M. I did not want to say anything publicly though, as Arthur Walasek was originally going to be working on this. I contacted him recently though, and he gave me the go ahead to post this. The plugin is not finished yet, and there's still a good deal of work to be done on the animation side. Most features for static models have been implemented though (LoD support, colli…
Last reply by Heath_Naylor, -
Has anyone worked with .xml files using Android w/Java? Or Eclipse with Java? OpenGL (embedded systems) 1.0? They usually call everything a device now, but nobody laughs or says much when I call it a smart phone that I put apps on. Plus some have big screens and they look just like a computer. Not that I don't like my new computer, just can't program it much anymore. One book did show me how to put a frame animation into an XML file, put the images into the proper res folder, and whammo... I got a floating couch on my phone... just as soon as the .apk was put into the RAM via ES File Explorer. I could probably upload an .apk to show what I was s…
Last reply by DZ4, -
ACTION BIRD 1 2
by triath5147- 52 replies
- 3k views
Just to let ya all know. I have been working with some friends of mine to make a game with 3D Game Studio. All models, and animation were created with AM, as well as cutscenes and props and other modeling content. You can see a few screen shots here: http://www.conitecserver.com/ubbthreads/sh...&fpart=all&vc=1 The free demo version barring any unknown bugs, will be released in about 2 weeks. The game has three types of game play, 3rd person run and jump/fighting, a puzzle mode where you collect keys, and jump on platforms, and a wonder sphere mode, which is like a physics ball, you control on ramps, with powerups, and speed ups and what ever. The ga…
Last reply by Obsidian Games, -
- 43 replies
- 2.8k views
I have this really cheap program called "The Games Factory" that can be used to make simple sprite-based games. But it is pretty limited. What I am interested in is making a Diablo/Balder's Gate kind of world--the top down perspective running around killing monsters, getting treasure. Not very original, but I like that style of game and I would like to have one that is like that but with MY artwork. What are some options for me to pursue? Is there a program that would let me make a Balders Gate clone out of the box? Should I pursue a MOD, like the Dungeoun Seige editor? Would that let me replace game elements with my own versions? Are there any game mod too…
Last reply by zandoriastudios, -
- 1 follower
- 42 replies
- 998 views
I'm working on making a Diablo/BaldersGate type RPG using Multimedia Fusion and A:M. This is just a test level with a sample character moving around the game map. The map is borrowed from "Planescape:Torment", just to try out my ideas for collisions, movement, and having objects eclipse the avatars as they move behind them (trees,rooftops,etc.). It you would try running the .exe and let me know if it works OK. right now movement is all I'm testing. There should be a sound effect accompanying the movement, and the mouse pointer should be replaced with a sword icon. the playfield should scroll behind the character. To end the application click the "X" in the upper right…
Last reply by gschumsky, -
- 1 follower
- 42 replies
- 3.8k views
Version 2.08 of AMXtex, the DirectX .X exporter, has been released. It can be downloaded at http://www.obsidiangames.com/products/amxtex/ . This version includes a number of fixes and improvements, most importantly to bone export. There were a couple of issues with boned models either not showing up properly in a model viewer, or not loading at all. One of the changes has to do with bone names. DirectX uses a strict naming convention, allowing only alphanumeric characters and the underscore character. AMXtex will now enforce this convention, and will replace any non-standard characters. Additionally, I am considering whether or not to stop maintaining ver…
Last reply by kkwaters, -
- 1 follower
- 33 replies
- 1.9k views
I wanted to let everyone know that I am resuming work on my A:M export plugins effective immediately. I've recieved the approvals that I needed, and am clear to work on them again. This doesn't mean that I will have everything available today or tomorrow. A lot has changed in the last few months, and now that I'm back, I have a number of things to do before I'll be fully up to speed: General * Purchase A:M 2006 Subscription * Install and look into the A:M V12 SDK * Install and look into the A:M V13 SDK * Look into the A:M SDK's ability to write plugins for OSX Tiger - Plugins written with current OSX SDK do not work with Tiger…
Last reply by gschumsky, -
- 30 replies
- 1.3k views
Hi I am starting this thread to post all my progress about my froggy boxing game. I figure I'd do it all here to keep this forum alive and not have things scattered all over the wip forum. Let me tell you about my game. It will be a fairly simple game because I have a lot to learn. I will give it away free when I'm done. If it goes over well I will make ultimate froggy boxing that I will sell. The game will be just one round with knock out or win or lose by points. It will be a one player game with two opponents to choose from, one being harder to beat, the other easier. I dont know how long i'll make the rounds yet, maybe just 5 minutes a game. The set wil…
Last reply by dborruso, -
- 1 follower
- 28 replies
- 901 views
I have been working on the design for my game, which was originally going to be an RPG. While doing some reading about RPGs and the different approaches of games like Diablo and Balder's Gate, I read that a huge percentage of players never finish some games. Diablo is a much more simple game than Balder's gate, and simpler than it's sequel. And people play it all the way through, sometime several times. In some ways it reminds me of the early arcade games, addictive but not so complicated, fun. There are a number of things about the modern RPG that I don't much care for...I start playing them, get bored, and never go back to them.... I don't like all the frigging shop…
Last reply by Feline Witch, -
- 2 followers
- 22 replies
- 2.4k views
To the Animation:Master community: Almost six years ago to the day, I posted a message to the Animation:Master mailing list with the following header: From: Chris Roy To: animaster@hash.com Sent: Saturday, March 03, 2001 8:31 PM Subject: Interest in a DirectX .X export plugin? What started as a simple request to gauge interest in an A:M exporter turned out to be quite a bit more than I expected. From that email, I began programming AMXtex, a DirectX .X model and animation exporter for A:M. Four years later, in 2005, I began working on AMXdtsPlus, a Torque DTS/DSQ model and animation exporter. Lately though, the combination of my persona…
Last reply by AZ3, -
- 21 replies
- 919 views
Hi, I am having some animation export/import issues with AMXtex to 3d game studio. I have tried these tests with a TSM1 and TSM2 rig and the rig in the thom model on the A:M cd. First issue is that any bone that I do not move manually in the A:M action does not move when I import it into 3d game studio. So if I move the head, the jaw bone should follow as it is a child of the head. But if I do not move the jaw bone manually it does not show up in the project workspace under action. So when I import it into 3d game studio the jaw remains stationary. I have tried action/bake (remove constraints) with the action but it didnt make a difference. I tried selectin…
Last reply by triath5147, -
- 1 follower
- 21 replies
- 1.4k views
hello hello ;-] whats going on so can am and toque work together like if i created a chicken in A:M and then i wanted to put it into to torque as in make a game using the same chicken is it possible at all???
Last reply by case, -
- 1 follower
- 20 replies
- 1.9k views
Anyone seen this yet? Looks pretty cool, and can take .3ds files. Question: Is there a way to get Hash models into .fbx? http://otee.dk Greg
Last reply by gschumsky, -
- 1 follower
- 20 replies
- 847 views
Not too shabby either. Note how they go on about the quality of the graphics, all A:M made. http://www.ccgr.org/modules.php?name=MRevi...op=show&rid=635 Next week we'll also be on the local NBC station (don't know when yet). Greg
Last reply by gschumsky, -
- 20 replies
- 1.3k views
Hi just wanted to post some screenies of the latest game made by me and my freinds at Romac Studios. It was made in 3 weeks using AM for all of the graphics, and A6 game studio for the other stuff. It is a new spin on an old school arcade game. You can win tickets to unlock 5 different back ground scemes, and 16 different balls. Buy balls with your tickets, with more speed, more accuracy even the ability to jump, to avoid obstacles on the ramp. A WORKING DEMO will be available by mid January for download, after the beta testing. The full version will be available about a month after that. I will post the link to the demo as soon as it is up and available.
Last reply by dborruso, -
- 2 followers
- 20 replies
- 2.3k views
I am a full time developer of a game that is using Animation Master for models, & actions exported to Direct X format via the AMTex Tool By Obsidian. I am one of three so far. (We all work for free) We have a Programmer, and a n00by apprentice whom I am teaching the ropes to. Our game is a MMORPG that uses a true virtual economy. If WoW gets an A+, we are aiming for a B- in game art and content. We are building the Demo right now, and do not need beta testers as of yet. We expect our demo to sell us up to the big boys when we are ready to push the ball over the hill and run to catch up behind it.
Last reply by kkwaters, -
- 19 replies
- 588 views
OK, I am going to use AM to create the characters for my RPG. I am going to show you the character sketches very soon, as a matter of fact, my avatar is Dreamer Parvati, one of the characters. I am learning C++ for it....so I should be able to get started soon.
Last reply by Feline Witch, -
- 18 replies
- 997 views
I have been unsussesfull at extracting the models from the Halo PC game and decided it would take to long trying to find out what I was doing wrong, so I started making them myself. I am new to AM and have just started modeling. Here is my Blood Gulch Base I don't know how to atach GOOD texture only chezy fake looking stuff that looks horible. If someone could map it for me that would be cool, or tell me how to make it look good I would like it. And while your at it tell me what you think of my first real model. Thanks PS: I have 3 goups in the model (Base=floor : Bottom=1st floor : Top=2ed floor) also tell me what I nee…
Last reply by Sevenar, -
- 1 follower
- 18 replies
- 1k views
I find that Gamestudio feels like a more reachable product. Lots of open forum threads, tools and documents about it. I also feel that Torque is a bit more hardcore and hard to learn, but that's only a guess since there's no working demo. I'm sure some people here have explored both engines to a certain extend, so, what about sharing what you find about these engines? like, what do you think are the advantages or lacks of each one? Thanks.
Last reply by filipmun, -
- 17 replies
- 861 views
Hey fellow game makers. Just wanted to let you know our fist video game using AM "Bibleman: A Fight for Faith" has officially shipped, and will be on store shelves (Christian book stores at first) after the 20th. It is also available for pre-ordering on the web at www.bibleman.com. Our initial order was 8,000 units, but we're expecting waaaaaaaay more than that in no time. We're trying to get into Wal-Mart (see the thread in the OT section), and offering basically a reward for anyone who can get us in front of one of the big wigs, a buyer, or a regional manager. So, I guess that's it. I thought things would slow down a bit, but we're in sales/marketing mod…
Last reply by gschumsky, -
- 1 follower
- 17 replies
- 1.5k views
I haven't seen any mention of Torque 3D going Open Source here so am posting this here. Gargage Games made the Torque 3D gaming engine open source in September. I don't know anything about the specs and requirements for usage but those who use A:M for gaming will be able to determine that I'm sure. http://www.garagegames.com/community/blogs/view/22074 There is more info to be had via the announcement, which includes the rationale for why Garage Games is pushing Torque 3D to open source: http://www.garagegames.com/community/blogs/view/21876 Unrelated: I note there was a link also to a procedural modeling application that creates odd models…
Last reply by Fuchur, -
- 15 replies
- 927 views
I just released the initial beta version of AMXdtsPlus to the Obsidian Games website. It is available for A:M version 12 only (for now; there is an A:M bug preventing a V13 release), and is available for both Windows and Mac OSX Tiger. This plugin uses the same setup as AMXtex -- the unregistered version cannot export textures, and only exports the first 5 frames of animation. I mainly want to see how everything runs for everyone in the unregistered mode, and if there are any major problems. If all goes well, and there aren't too many kinks to work out, the next step should be to allow for purchases, which would mean texture and full animation export would be be a…
Last reply by ZachBG, -
- 14 replies
- 1.2k views
Hi all, I'm a new user of AM and I intend to use it primarily to produce maps and models for a 3D RPG game I am starting to work on. I am still at the early stages of the game and I still have a lot to learn about the different kind of maps and models used in 3D games. I have a few questions for AM users that use it for games: 1) Do you know of any good resources with regards to the latest in maps/models (I only know the Quake 2 format for now) 2) How do you use AM to produce models compatible with whichever format you chose? 3) I did not see any export format to other 3D modelers. I suppose these are probably available as plug-ins? Many thanks …
Last reply by Fuchur, -
- 1 follower
- 14 replies
- 849 views
I've started working on implementing the newly added CP weight export option to my exporters (AMXtex and AMXdtsPlus), and wanted to share what I've done so far. It's not available publicly yet, but I still thought it was worth sharing. I started with AMXtex, and have had some great results. The image below shows a two-boned cylinder (exported to the .X format using AMXtex) in various stages. The first image is the model itself, the second shows a bend action without cp weight export, and the third image shows the bend action with cp weight export. I still need to work on fully validating the cp weight additions, and make sure they comply with DirectX ru…
Last reply by luckbat, -
- 1 follower
- 13 replies
- 2.1k views
Hi all, I'm a media and animation teacher and want to extend my course to include using student created models and environments in a game. Is there a game engine out there that would be fairly easy to work with for importing AM models and modifying the game play (ie: level design)? Thanks, Mike
Last reply by aldaunque, -
- 13 replies
- 873 views
Hi I just finished my a:m games tutorial. It is really part advice and part tutorial. It is really about getting your model from a:m to gamestudio. The pictures in there are really just eye candy. I don't know if they help the tutorial any but they make it easier to look at. Here it is: http://www.3dfrog.com/wips/am2gamestudio.pdf Well, let me know what you think and if this is useful to anyone. It may help just to show that this can be done. Thanks
Last reply by dborruso, -
- 13 replies
- 610 views
Hi I am testing the AMXdts exporter in a:m version 13 on a pc with my herbie the frog model. At first I didnt have the directory set up right but I was getting just bones showing in show tool pro and they went through the animation. Then I set up the directory correctly exactly as shown in the manual and the character displayed but no animations are playing in show tool pro with my character now. I have the hierarchy right, I just don't know why the animations aren't working. Also, everytime I run the exporter, before it exports I get a error message that says "config file error: Unable to read config file for shape ".\herbie.dts"" I don't know if this has somet…
Last reply by dborruso, -
- 1 follower
- 13 replies
- 1.3k views
I was very excited by new A:M exporting method, which seems to handle 5 point patches and hooks seamlessly. So I decided to start a new model freely using all A:M tools (instead of clumsyly joining uncontinuous splines together...) The modeling experiment consists in creating different 3D gamestudio LOD (Level-of-detail) models. Instead of making, texturing and animating several A:M models for different Levels of detail, my plan is to use A:M amazing spline modeling to create a model and export it at different subdivision levels. This is my work so far: The mesh in A:M Exported at 1 poly per patch, total 848 polygons Exported a…
Last reply by Emilio Le Roux, -
- 2 followers
- 13 replies
- 1.6k views
I've searched the forums a bit for that and I've found a few hints here and there. I'm about to define the artistic pipeline for a new game (http://archangelchapter.com). It's using the Ogre3D engine and so far I've tried MAX, Blender and Milkshape. MAX costs an arm and a leg and Blender is downright confusing and counter-intuitive. Milkshape is a bit too basic. I've been away from A:M since 1998 but I've re-installed '98 recently and it's like riding a bike. Everything feels natural and at it's place. I've seen some of the newer version and it all seems good. However there is no direct path between Hash and Ogre. What is the most effective path to do this? …
Last reply by Emilio Le Roux, -
- 12 replies
- 675 views
hello, does anyone know of any 'shared world' systems that are animation: master friendly? i'm thinking of something more along the lines of evercrack or there, as opposed to merely a networked fps. thanks! -jon
Last reply by DrRIEGER, -
- 12 replies
- 1k views
It is a common misconception that the world of splines and the world of polys are seperated by an unbridgeable abyss. With the help of the modestly priced AMXTex Exporter Plugin you have everything needed to export .X models including proper bones and texture information. Here is a look at some of my results. Compare these polycounts to simailar ones produced by other apps. I think you will find that 469 tris usualy gets you a poorly modeled bar of soap or some such thing. You definitely do Not get the types of curves and shapes shown here and still maintain such a low polygon total when using other apps. And it certainly could not be any easier to produce cont…
Last reply by Emilio Le Roux, -
- 12 replies
- 1.1k views
I'm taking my first tentative steps into producing DTS files from A:M13 with Obsidian Games' new plugin beta, 'AMXdtsPlus'. Thankyou, Chris, for pointing out that I need to do a little bit of preparation work before running the exporter plugin. I have read through your notes and looked at the example projects but I am still a little puzzled. I wonder if you might clarify some of the fuzzier areas that I outline below? This is the way I am seeing it at the moment so please correct me where I am off course: I understand the scaling and rotations that are required to get a model from the A:M world into the Torque world and I think that I have that setup correctly. From …
Last reply by Paul Forwood, -
Howdy, anybody going ot E3 this year? Should be some pretty interesting stuff going on with all the next gen boxes coming out.
Last reply by gschumsky, -
- 11 replies
- 721 views
Hey Game people. We need beta testers and we're on a real tight schedule. If you can devote as much time as possible to helpo out then that would be great. If you want to help test, then go to ftp.covenant-studios.com. Username and password is tester. Go into game_download, then in the Beta_1.0 folder and download both files in there. There is a Mac and windows version in the same zipped file (Win run the installer when unzipped, Mac just drag and drop the file anywhere on your computer). Report bugs to goodgames@cox.net, with the subject line Beta 1 bug report. Include computer specs, OS version, etc. and what happened that seemed buggy, and i…
Last reply by nimblepix, -
- 11 replies
- 720 views
I have been working on a low-patch version of Tinman for testing with the Torque game engine and have just realised that Obsidian Games' exporter only works with A:M models up to version 12. My mistake for starting this in A:M 13!!! Now I am stuck with this model and no route back to A:M 11 or 12. Other people are bound to wind up in this same predicament so I wondered, if any of you code wizards are still looking for plugin ideas, would you like to try your hand at this? I know Jody, (MMZ Timelord), wrote some code to solve a similar problem but it sounded like a one-off special case that wouldn't work for any model. Any takers? Please!
Last reply by Paul Forwood, -
- 11 replies
- 675 views
Granted I dont YET have the full version of AMTEX, but I hear it is supposed to export texture maps. Does anyone here (who has the full version of AMTEX) know if it really does export USEABLE texture maps? I heard some rumor about there being gaps on the generated texture maps or something. (I really dont want to use a third party UV editor) On another note, does AMTEX export normal maps along with the color textures? ( I know that AMTEX will not export more than one color texture for a single poly due to the limitations of the .x file) However, I also know Direct x supports normal maps (as seen in the most recent SDK sample browser). Does AMTEX ignore normal m…
Last reply by DWARVEN_KING, -
- 10 replies
- 717 views
Just wondering if anyone else has used AM to model low-poly in game models. Here are some that I've done. http://www.murc13.homestead.com/files/dragon.jpg http://www.murc13.homestead.com/files/car.jpg http://mvandeweghe.ath.cx/semi2.jpg http://mvandeweghe.ath.cx/semi3.jpg (Linked because of image size) Post your own!
Last reply by john2004, -
- 10 replies
- 491 views
Gah! Every time I try and find a particle engine, it is always crap somehow. The ones I have seen look dated, create crummy effects and only work for particular game engines. Is there anyway I can use the particles in AM for a game? Or is it completly impossible? Please help.
Last reply by Feline Witch, -
- 1 follower
- 10 replies
- 1.7k views
For your games you can use TGF or MMF + the graphics of A:M... If you are intested in TGF, you can download the evaluation version on the website of the creators : http://www.clickteam.com !!! I have obtained 20 % reduction for the users of A:M !!! If you are interested you can mail me and I give you a code to send to the authors of TGF... (I don't earn any money !!! It's just a gift from the author because I told him users of A:M are wonderful guys who always help the others and a lot of them search game engines !!!) pcizaire@hotmail.com Information : MMF 2 is coming !!! I have tested a private demo version for the authors to find bugs... It's great…
Last reply by JohnArtbox, -
- 1 follower
- 10 replies
- 931 views
there is no pay, but everyone who helps to a certain extent will recieve a copy of the movie and the game once finished
Last reply by itsjustme, -
- 10 replies
- 3.8k views
I am using Unity 3D 4.6 and I am evaluating A:M v18 before I purchase. I used to use A:M back in 2005 and bought the CD, but it no longer works due to scratches and Windows 8. I need to be able to export models I create with rigging and actions using either Direct X or FBX. I found and downloaded the Direct X exporter and put it in the correct place, but it does not show up. I put it in the 32 bit version. I cannot find a Direct X export in either 32 or 64 bit. How can one use v18 with Unity3D? Mike
Last reply by John Bigboote, -
- 9 replies
- 506 views
1. Is expecting AM to create levels just too much? It has created nice enviroments, but should I only really use it to create the game characters? What about small levels, say, like a house or a shop? 2. What is a good game engine to use for it? One that does not suck, and supports .X format?
Last reply by Feline Witch, -
- 9 replies
- 589 views
Hi everyone. I was talking on the chat room yesterday when this idea hit me. What do you guys think of joining a volunteer game design group, where we pool our game ideas and rotate each one as a working project? This way everyone's dream is fulfilled and we sharpen our design skills at the same time. Plus we will have various products to be proud of promoting. There is no money guaranteed even though when the games sell, we'd all be beneficiaries of a percentage of revenue. Plus the benefit of being involved in a prolific project is something that neither a job at a game company nor a game design degree can guarantee. Some of you know what I'm t…
Last reply by Seeker, -
- 9 replies
- 666 views
Ive heard from some people that in order to export correctly, I need to use one texture image to texture the model with. I did that, tried diffrent image formats, still no luck. Can someone, please, tell me how to export the model step by step with its textures. How I must texture it, etc. Please please! Thanx cap
Last reply by Obsidian Games, -
- 2 followers
- 9 replies
- 1.4k views
Hi, I've been developping games but I used to make my models with milkshape 3d(a lot cheaper). My question is the following: How can the models made with AM be used in a game because, in games, the models used are made with triangles and not squares like AM does... Is AM converting squares to triangles? thanks tido
Last reply by Fuchur, -
- 9 replies
- 795 views
Hi All, I am sorry I have to ask this question again. I posted this earlier today and someone gave me some help but when I got home and checked my post it was missing I do not know why. So I have to ask this again. I have clicked, dragged and pasted Decals successfully on my AM models but in come cases my decals distort over complex shapes. How can I convert a AM model to an accurate UV map which I can paint or apply textures and reapply to my AM model without flaws? Is there a plug in for AM to make UV maps or is it already built in to the program? Technodandy
Last reply by Rodney, -
- 1 follower
- 9 replies
- 679 views
It is now officially released. You can download the final demo here .Super Slam Ball Demo Of course the full version containing 16 different balls, 5 levels, plus a hidden bonus level, and 3 modes of game play can be purchased at the main web site Super Slam Ball Web Site ALso here is the trailer, and screen shots
Last reply by triath5147, -
- 8 replies
- 504 views
Has anyone had any success getting their A:M models into other games ie. Doom 3, Unreal, Farcry? Thanks.
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- 8 replies
- 577 views
A question for all the AMers out there who are using mmf: Could a adventure game be made with mmf? Would it be easy? If yes, how professional could it be? I am looking for features like shrinking charakters which walk into the distance, graphics in the foreground, which cover the characters. Multiple scenes, cutscenes etc. Regards, Heiner
Last reply by KenH,