Game Development
Discusion area for game development related to Animation:Master
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166 topics in this forum
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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
- 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
- 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, -
- 1 follower
- 3 replies
- 835 views
My recent 'discovery' is this application, Fragmotion. It's a fully functional application (Just US$ 20,00! to remove the nags) with many features, ideal for translating and cleaning up models and animations from one format to another. I use it to import .X models exported from AMXtex and saving them as 3D GameStudio MDL7 files. The MDL7 is the newest GameStudio format, which includes vertex animation, bones animation, and in-file textures. Saying that fragmotion is a good replacement for the 3dgs Model Editor (MED) is like saying that Word is a replacement for Notepad. Here is the Good and Evil i have found so far in Fragmotion: GOOD: -…
Last reply by dborruso, -
- 2 replies
- 831 views
I'm Back, haven't been on in a while and kinda gave up with animation master but now im gonna start making my maps again and i need as much help as i can get...it would be nice if u guys have msn and wanna help making the maps with me...were doing all 13 maps or how ever many there are. Then were gonna transfer them into game maker and recreate halo 2's multi player to be able to play them on your computer. Should be fun and also challenging. If wanting to help post here or PM me. Thanks, oOx GaMeR xOo
Last reply by totlover, -
- 5 replies
- 827 views
games in A:M??? i gotta get in on this!! how can i do this? this is awesome!! can someone give me a guide to making a game?
Last reply by itsjustme, -
- 3 replies
- 825 views
I've just released a new version of AMXtex (DirectX Model exporter), version 3.0, which is available for Animation:Master version 13 on Windows. This version of AMXtex introduces vertex/cp weight export, and is available to registered users only. I have also updated the AMXtex help file to add information on this new feature. Both the exporter and help file can be downloaded from the Obsidian Games website. There is one limitation to this new feature to keep in mind. DirectX limits the number of bones that can control an individual vertex to 4. The export process will enforce this limit, so if a cp has more than 4 weights, the extra weights will be removed…
Last reply by DWARVEN_KING, -
- 7 replies
- 820 views
ok a while back someone told me it has to be 1% smaller for torque i dont know what that means help me out! By the way i bought torque 1.5!
Last reply by case, -
- 1 reply
- 817 views
I have recently been looking into a new game engine called Beyond Virtual. The engine hasn't even reached version 1 yet. What would you guys think if we convinced Hash to team up with Beyond Virtual to create a mutual pipeline? At the moment, Lightwave must be used to insert cameras, and object paths, so if AM and BV got together, AM would be an attractive, affordable alternative. Also, this would make it so that AM users would have a game engine that supports AM without numerous converters. What do you guys think? Here is the Beyond Virtual Site: www.beyondvirtual.com They have a forum up and running as well, if you guys want to see what this…
Last reply by gschumsky, -
- 0 replies
- 813 views
I want to use the generic color of a group with a see through bump map that is with the color, all of this is fine is regular AM, but with the AMTEX pluggin from Obsidian Games, I want this to render in direct X format. The problem is this, so far I cannot overlap textures in the X files, it is either a color or a bit map texture. Is there a feature that allows bump maps that can also retain a texture? I know this may not be the proper place to post this question, however I could not find a forum for Amtex users by Obsidian, so I went to the next best place, hoping other users of AM know how to do this trick.
Last reply by kkwaters, -
- 3 replies
- 808 views
Hi there, this belongs not really in the games-section, but since it is about interactivity, i thought, it is a good place for it. First please have a look at this, and plese dont be scared away because it is german. www.fundragoon.net/fh it is about interactive achitecture, and it is made with an quite cool piece of software called Wire Fusion by Demicron. So far so good. In general AM would be an ideal tool to make models for this software, if (as usual there is an if) If there would be and exporter for VRLM. Especially because of AMs animation capabilitys. Ok, however: If somebody knows a way how to get animated models out of AM into the VRLM Forma…
Last reply by Rodney, -
- 2 replies
- 807 views
Hi, I'm a seasoned vetern when it comes to animation, but I'm pretty new to the gaming world (modeling), and have been trying to figure out how to export a model from Animation:Master so that one would be able to use the model and actions created in AM to be used in DirectX. Here's an example of the problem: The model is exported using AMTex, but when the model is imported into DirectX I keep getting this error, "Error 1 Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values." Any ideas?
Last reply by kkwaters, -
- 0 replies
- 801 views
I am trying to get in touch with Obsidian Games, author/publisher of AMtex DirectX export module for A:M. My problem is commercial-critical. If anyone from Obsidian is monitoring these forums, please contact me ASAP. Bill
Last reply by wwoelbel, -
- 5 replies
- 797 views
Hey all, working on landscaping, possibly to be incorporated into an interactive format, flyby0.mov My question is, in order to be viable in such a format, what size have people experimented with? Do you create interactive/game landscapes in one big piece (which seems incredibly unwieldy after a while) or do you go from individual landscape to individual landscape (through the game engine? Still learning. Anyway, right now I'm still working on the first piece of landscape (about 5000cmx5000cm) and am looking for ideas on where to go. Thanks, RIch
Last reply by robcat2075, -
- 9 replies
- 796 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, -
- 2 followers
- 2 replies
- 738 views
Anyone using AM for game development? I just got the "upgrade" email and am looking for a good excuse to buy it (I haven't used AM for over 8 years ). If you are using AM for game characters, what's your work flow? Are you able to get your mesh and animations to DirectX files easily? What other software are you using? Thanks!
Last reply by bigkahuna, -
- 2 replies
- 732 views
If anyone could help me locate Emilio Le Roux's epic tutorial (30+ pages) for converting Hash models to 3D Gamestudio it would be much appreciated. I'm missing some pages at the end of my printed copy. When the tutorial is located it is definitely worthy of pinning on Rodney's Tutorial page. Thanks Eric
Last reply by jobusfest, -
- 1 reply
- 727 views
Hello, My name is Brian my team and i just recieved a copy of AM. I was looking for some answers, if there were any plugins/programs out there to convert my already made models from *.X to a usable AM format for animating then back to *.X thank you.
Last reply by Fuchur, -
- 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, -
- 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, -
- 6 replies
- 712 views
I'm sort of taking the one-man-band approach to developing a product. As such, I have been searching around for a pipe-dream tool that will synthesize human speech so I don't have to hire voice actors / actresses - especially actresses as my female impersonation sounds a bit like a Monty Python character. Believe it or not I have found a couple and have been playing with them. You record a voice (wav) and then fiddle with some controls to change the gender, pitch and so on. My results so far, however, are comparable to the Chipmonks Christmas Album (ohhh Dave!!!!). Anyway, the two that I have been playing with (and I may just need to perfect my technique…
Last reply by Karl, -
- 2 replies
- 710 views
I've been trying to export light maps and have only gotten error messages. Has anyone gotten this feature to work? Is there a tutorial out there on this subject? In the wholly all of it... I intend to export a light map of ambient occlusion but I cant even get light maps working with AO off. Any assistance would be greatly appreciated. P.S. I first posted this this question on the radiosity board... but I think this board might be more appropriate.
Last reply by robcat2075, -
- 2 replies
- 702 views
http://gamesalad.com/ Looks like it publishes to most phones, pads and web... drag and drop instead of coding... anyone using this?
Last reply by AZ3, -
- 3 replies
- 700 views
I am working on a Game and can export AM Models to 3ds and it works but Is it possible to create an action and the in each frame of the action be able to export each of the frames out to 3ds individually Thanks Gary Weaver
Last reply by bigfishcatcher, -
- 1 follower
- 0 replies
- 687 views
http://msdn.microsoft.com/directx/XNA/default.aspx For all you game guys out there, just thought I would post this.
Last reply by Chad_Hunt, -
- 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, -
- 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, -
- 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, -
- 0 replies
- 675 views
Is there any AM user that is, also; interested in game design and development using the Torque Game Engine. I would like to work with someone in this area of game design using AM and TGE.
Last reply by FOKASK, -
- 2 replies
- 672 views
What do you guys think of the new "Universe" game engeneiring software.? http://otee.dk/ Besides that its only for Mac , I think it`s pretty neat! ;>) Jake
Last reply by jakerupert, -
- 1 reply
- 670 views
An article with thoughts on game design. Not "what does the monster look like" game design but "what makes it a game" game design. http://www.raphkoster.com/2010/10/12/the-f...of-game-design/ For those of you who dream of making such things, this might be a starting primer.
Last reply by pixelplucker, -
- 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, -
- 5 replies
- 666 views
I've just released a new version of AMXdtsPlus (Torque Model exporter), Beta-6, which is available for Animation:Master version 13 on Windows and OSX Tiger. This version of AMXdtsPlus introduces vertex/cp weight export, and is available to registered users only. I have also updated the AMXdtsPlus help file to add information on this, and other, features. Both the exporter and help file can be downloaded from the Obsidian Games website. As always, if there are any issues or questions with this new release, please let me know.
Last reply by Obsidian Games, -
- 6 replies
- 663 views
Torque seems to be the most popular game engine. OK, so I guess I will learn C++. Does anybody know of a good site for this? So here are some questions. Is the shader engine just a plugin, or is the game engine included? Are the graphics a bit dated? Or can I just use AM and the shader engine to work around that?
Last reply by dirkk, -
- 0 replies
- 663 views
Does anyone know the proper bone and node implementation for modleing a flying vehicle in AM for use with the Obsidian game .DTS convertor for The Torque Game Engine. Thank you for any info.
Last reply by FOKASK, -
- 7 replies
- 656 views
Well I havent acctual bought AM yet but I'm pllaning on it as long as it will work for what I want it for, 3D Video Game Creation, Now I alredy know that AM can be used to make video games but what I need to know is if when your saving you modles in AM can you save them in .x formate because the programing program I use only accepts .x files when to comes to 3D objects. Can someone help me out.
Last reply by Fuchur, -
- 5 replies
- 654 views
Lately I've been making some 3D video game enviroments using a 3D engine, AM, & AMtrex altogether. Anyhow, when using AMtrex to do the ".X" exports for my models which come out find in the game if they're static... Anyhow, I can't seem to figure out how to export my models with animation. How is that done?
Last reply by triath5147, -
- 8 replies
- 651 views
Hi Folks, I am hoping some of you can help me with something I would like to do... I would like to know how hard it would be to take my AM projects and put them into a format where the scenes can be viewed but also controlled by the user. I guess it would be similar to viewing with something like Arctic pigs. I would like to have the option of controlling the speed of the animation, play, stop, rewind, fast forward...etc. But also, I would like to be able to Zoom and Rotate and pan into any part of the scene. Perhaps even have some preset camera views like top, side, front, back..etc. I have tried doing some of this with the HAMR viewer, but it is l…
Last reply by Gene, -
- 1 reply
- 651 views
Hello you all, I may be jumping the gun once again after a few years of rest from AM but still.... A friend of mine asked me to join him to create a 3D Space simulator game and since he has no 3D animation or modeling skills at all, that's where i jump in. So I was wondering that if any of guys have any experience creating models for games, in this case spaceships, and exporting them to formats that my friend could use. I remember from years back that there was a DirectX export tool for AM(AMtex or something like that if remember right), anyone used it? Any suggestions and advice would be much appreciated also if anyone is interested in taking part of the project, I …
Last reply by KenH, -
- 1 follower
- 7 replies
- 629 views
I am just really curious as to what it takes to really create a game engine and all its processes, like what programs can be used (VisualC++, etc) and what not. Anyone? -
Last reply by PopaR, -
- 3 replies
- 628 views
Was wondering if theres a plugin that will allow me to save my models as a .nif. The game engine I'm using doesnt support .mdl. So far the most I've been able to find on the net is about how a guy puts his files in .dxf then imports them to 3ds max and saves them as .nif. I don't have 3d's max and am not interested in paying $3000 for it (or however much it is) =/ Any thoughts?
Last reply by triath5147, -
- 7 replies
- 626 views
From France... Hi, I'm a new user of AM. (june 2005) I made my first game with graphics and a video made with AM 2005... I use MMF 1.5 ! It's my first real movie so there are some defaults ! Here is the direct link to download : (2.89 Mb)game Don't worry with french language : After the intro use the up arrow to start the game and the 4 arrows to play... screenshot : It's the first time I use a forum (to write a message) so I could make errors !?! On my website, you can see my e-comics too made with AM : My Webpage
Last reply by p6r, -
- 2 replies
- 624 views
I have coded a couple mouth opengl at visual c++. And it has been fun. I have done simple terrain and I want try to put my A:M models to opengl world. So this is a way how I have figured it out. In visual c++ I make code who reads .mdl part and MESH section. and built the model at points from Mesh section. [MESH] Version=2 Splines=37 CPs=8 1342177289 0 10 0.0165369 24.8053 0 0 0 1.10899 0 0 1.10899 1342177289 0 11 0.0116933 24.8053 0.0116933 0 0 1.10899 0 0 1.10899 1342177289 0 12 0 24.8053 0.0165369 0 0 1.10899 0 0 1.10899 1342177289 0 13 -0.0116933 24.8053 0.0116933 is this good way or am I totally lost
Last reply by pdaley, -
- 0 replies
- 616 views
To be able to distribute on different mobile platforms what you are doing with A:M and game development you need a Java based game-engine. I have Googled on the subject and found something. Hopefully someone else have a little more to contribute with! OctLight - Java Game Engine https://jge.dev.java.net/ I could not get the demo - NWN model animation demo - to function! Can you? The Lightweight Java Game Library (LWJGL) http://www.lwjgl.org/ Something? Open Mind! http://sourceforge.net/projects/open-mind/ http://sourceforge.net/forum/forum.php?forum_id=414332 There are 3D java games for the Sony-Ericsson K700: http://www.esato.c…
Last reply by thingGO, -
- 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, -
- 0 replies
- 609 views
I am looking to not reinvent something that already exists. If anyone has any c# code that reads and stores the data from an obj file (ready for drawing) I would appreciate it. I do have the glm.c file and my own obj importer/exporter, but was hoping to save a couple hours... Let me know... Arthur
Last reply by walasek, -
- 5 replies
- 605 views
Godot use seems to be on the rise although I suppose that perception might be largely due to links that brought me into closer proximity to its usage: Well worth checking out: https://godotengine.org/features Disclaimer: I am not well acquainted with the Godot engine and it's general usage..
Last reply by John Bigboote, -
- 1 follower
- 0 replies
- 601 views
We use 3d studio Max to create our models (it's still a better polymodellingprogram then AM). We use a custom exporter to export the model with textures and uv's and import it back into AM. The rigging, skinning and animating is done in animation master. However the decals are not showing in AM. Everything is in the file, I can see the images, decals and stamps in the projectwindow but not in the viewport. When rendering the decals aren't showing either. Funny thing is if we export/import it to our game-engine everything works fine, all the textures are at the right positions and so on. When opening (edit) a stamp in AM I see that the uv's aren't correct: …
Last reply by NOVA, -
- 4 replies
- 596 views
Hi i'm learning to program with GLUT, so i'm making a small 3D engine using Open GL. Instead of importing 3DS files (which there are tutorials ALL OVER the net) i'd like to have it import MDL files. Is there any documentation online where Hash has given specifications on exactly how their format is structured? I kind of understand it looking it over, but i'm not 100% sure.
Last reply by mak3170,