Game Development
Discusion area for game development related to Animation:Master
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166 topics in this forum
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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, -
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, -
- 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, -
- 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, -
- 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, -
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, -
- 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, -
- 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, -
- 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, -
- 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, -
- 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
- 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, -
- 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, -
- 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, -
- 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, -
- 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, -
- 7 replies
- 1.4k views
Hello fellow A:M Users, I have been using A:M for several years now. Recently I have been considering buying the Torque Game Engine and import my models into it. I've seen this done before in pics posted in the forums and the results look great. However I have only seen this done for vehicles and characters while my focus is on buildings. I have worked on recreating an accurate representation of a rather large complex from about 2000 years ago, and I was hoping I could export it to Torque. I was wondering if anyone had any succcess with their A:M buildings in Torque and if they could give me some advice on the subject. Additionally, from what I understand,Torque su…
Last reply by Steve Pfann Jr., -
- 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
- 7 replies
- 1.3k views
I want to create Models that have double sided normals, and then export them via the obsidian plugin to an *.x file for direct X, Can this be done? I have seen others ask this question, and I do not recall the outcome for them. My current method is to create a duplicate models and shrink them slightly and flip their normals to have a back side. This is a fine work around, ecxept for the fact that this doubles the amount of CP's in my X models, and thus is slowing down my renders considerably, especially when I have a lot going on in my game. I have seen other games use double sided normals, and I assume they have proprietary engines that do this, is this true? O…
Last reply by Emilio Le Roux, -
- 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, -
- 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, -
- 5 replies
- 1.3k views
Microsoft announced that you can now download Visual Studio 2005 (C++,C#, Basic, J#) Express for free (until november 2006). It's the complete non-crippled programming environment suitable for OpenGL and DirectX game programming. http://forums.microsoft.com/MSDN/ShowPost....126606&SiteID=1 Don't miss this!
Last reply by FilipLouwet, -
- 1 follower
- 3 replies
- 1.2k views
I just reported this to A:M reports, because I think it's an SDK issue. Yet, I post it here because maybe Chris or Arthur could think on a solution for this, since they have experience on exporting patches to polygons. This is what happens with hooks: And this is a model with 5 point patches Both images show: the A:M wireframe, the A:M textured object, then the 1x export and the 4x export in Fragmotion. 5 point patches get fixed at 4x or more (also tried 16x...) but hooks are troubled at any exporting resolution. I don't experience any missing or flipped (normal) polygons. Just these.. rotated, unaccurate UV coordinates.
Last reply by Emilio Le Roux, -
- 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
- 1 reply
- 1.2k views
For those interested in using A:M and Gamestudio (perhaps other engines apply too), these are some of my notes. I use to write them for myself, to help keep track of how I should do things to avoid errors. So, please forgive me if using odd grammar -------------------------------- Notes on Model Creation Workflow Hash, AMXTex, MED and Fragmotion My actual workflow involves exporting from A:M to Gamestudio via MED and/or Fragmotion. This pipeline is not hasslefree, as all of the involved tools show some kind of issue. Since there is a number of small glitches, it became a little hard to track the issues and avoid errors. So, I decided to put it to…
Last reply by kkwaters, -
- 1 follower
- 7 replies
- 1.1k views
I'm sure this has been discussed somewhere, but I'm trying to export animations using AMTex. I have been able to export the model fine (without animations) and everything looks fine. As soon as I add the animations, the exported .X file animations distort from what I see in AM. This isn't a simple, hand moves too far - they are completely off (like IK -vs- FK). They also distort the mesh of the original model. I have tried it with a couple models (Lambrina from main CD, and Jason from extra CD) with very simple animations (just moving the arms in the air). Anyone have any ideas on this? If you need the .X files, I can upload them somewhere for you t…
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, -
- 2 replies
- 1.1k views
Hi friends! I´m new posting and sorry for my english too... I´m wondering if animation master is compatible in animations as in models with textures with the softweare 3D Game Maker. And FPSC too. (Darkbasic.com) If some one has some experience... PLEASE!!!!! HEhehehehe.
Last reply by Wolvardo, -
- 5 replies
- 1.1k views
The AMXdtsPlus plugin is now on sale at the introductory price of $14.99 (regularly $19.99). You can purchase it by visiting the Obsidian Games Purchase Page. The plugin is still in beta (there is a new Beta-4 version with some minor fixes), and there are still some features (and documentation) to be added. However, for those people who want to start exporting their models to the Torque Engine with textures and full animations, and want to get in at a discounted price, this is your opportunity. I look forward to seeing what people can do with the plugin. As always, please email/pm me if you find any issues with the plugin or purchase process. Thanks!
Last reply by woolyloach, -
- 2 followers
- 4 replies
- 1k views
EDIT: It seems it was more a hack issue. I hope Fragmo continues supporting his great software. Fragmotion 0.85 beta was removed from the site, as well as the forums. That would be just too bad. Let's write to Fragmo!! Visit www.fragmosoft.com
Last reply by Emilio Le Roux, -
- 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, -
- 2 followers
- 4 replies
- 1k views
like the title says, is this possible? I wont be able to use max for much longer on a daily basis, and its simply too expensive to buy a personal copy. Saw Animation Master and thought that it looked pretty good. Especially given the VERY reasonable price tag... Ill keep it short and end it here, and have a good one all.
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, -
- 2 followers
- 7 replies
- 1k views
People are doing very interesting things in second life, see the second life arts magazine for some extreams. http://slartmagazine.com/ I would like to use AM to create the sculpted primitives for second life. I have not seen anything on AM yet. People in second life are recomending all of the 3D modelers except AM while AM is the best suited to the second life format. Second life already uses "NURBS" which are splines. http://wiki.secondlife.com/wiki/Sculpted_P..._Creators_Guide Here is the technical explanation of how it works: http://wiki.secondlife.com/wiki/Sculpted_Prim_Explanation Is Hash working on it? Can a simple plugin be created for exor…
Last reply by cfree68f, -
- 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, -
- 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
- 3 replies
- 971 views
Is it possible to have two sides of a texture showing in DX from an AmTex export? I see it done in WoW, where if you view the inside of their models, you can see the texture on that side as well. I would like to know how to do this with AMTex. The closest I can get so far is to create two models, and have the normals flipped in the second model and put it in the exact same postion as the other model. This generates double the CPs and creates unnecessary loads of CPs that bog down the models in our game we are making. It is not an apparent problem in the short term, but when you have lots of models loading all at once, the whole show grinds to a halt for several secon…
Last reply by kkwaters, -
- 5 replies
- 970 views
Hey you gaming gurus who use A:M. Was wondering if Smartskin will show up in animations that or exported? Do you have to bake it somehow prior to export? Is there a helpful thread about this somewhere's? Thanks so much in advance
Last reply by robcat2075, -
- 1 follower
- 6 replies
- 955 views
http://gamedeveloper.texterity.com/gamedev...r/sample/?pg=16 Frank Silas http://www.franksilas.com
Last reply by Under Ground Designs, -
- 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, -
- 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, -
- 1 follower
- 5 replies
- 927 views
Don't know if anyone gets the Garage Games newsletter, but they are going to be shipping the Torque Development kit for the Wii...cheap too. Imagine the possibilities!
Last reply by cfree68f, -
- 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, -
- 2 replies
- 919 views
Hi! I'm trying to descover which is my best option to develop a videogame without programming, because I dunno program. And may be you guys can help me telling me which are the options that we have in the market. Also I wanna make team with some one who needs a modeler or animator (Maybe texturizer), if ther's some one who wanna make team with me... Have nice life everyone!
Last reply by Wolvardo, -
- 1 follower
- 4 replies
- 906 views
It's a FPS!!! Shadowrun is a RPG(role playing game)!!! I've been away from the community here for a while (personnal problems) and I used to be a contributor to TWO but I've backed out of animating completely and have been focusing on game development. After seeing and playing the new Shadowrun I've decided to start a project that has been sitting in my notebook for 3 years. A Shadowrun RTS. I'll try to keep everyone posted here and on the website.
Last reply by Ilidrake, -
- 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, -
- 1 follower
- 5 replies
- 891 views
Hiya, I've been away from hash stuff for a while but I do have some experience with the api. I originally wrote an object exporter for the Auran Jet game engine hmmm... about 5 years ago... Anyway, as per the topic, is anyone using microsoft's new offering to create games for xbox 360 and pc? http://www.microsoft.com/downloads/details...;displaylang=en Andrew
Last reply by BitShuffler, -
A:M to FBX
by dingo- 4 replies
- 888 views
The new Milkshape has import and export of .FBX mesh and animation. 1. export .X from A:M using AMXtex 2. import into Fragmosoft 3. export to .ms3d (Milkshape) 4. import into Milkshape 5. export to .FBX Of course check your animation and model along the way. This may be of good use particularly to those who use the Unity Game engine on a Mac.
Last reply by gschumsky, -
- 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,