Game Development
Discusion area for game development related to Animation:Master
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166 topics in this forum
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In АМ there is only one built-in a way to export skin and bones animaion - model .act, animation .mot. I have tried - they do not open in engins similar Genesis3D. In MilkShape too . Somebody tried?
Last reply by triath5147, -
- 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, -
- 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, -
- 1 follower
- 3 replies
- 491 views
I need some advise and it was kind of hard to get any from the new user section. So I'm posting it here, in hope that is... 1. I asked Chris this, but I forgot to ask you guys too. I'm using a Riva tnt2 model 64, and it appears that anything more than 70,000 polygons puts it to its knees. I need some way to gauge how many polygons I have. Also some technique in "modeling" with less patches yet still producing subperb-looking models. Any advice or tricks? 2. Okay this is not 100% about video game development. Which is why I did not stick it in the "development section." My second tech. inquire is one that's been bugging me for some time now. Picture this: Y…
Last reply by triath5147, -
- 1 follower
- 3 replies
- 467 views
I'm working on a game and I'm using A:M's excellent modeller for some of my models that have insides to them, such as ships, space stations, etc. The only problem is that the engine requires the textures to be UV Mapped on. I don't want to have to transfer all my models over to wings for UV mapping eery time, as it's not exactly easy. I was wondering if A:A can UV or UVW map objects so that i could export it directly into the game?
Last reply by teh1ghool, -
- 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, -
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- 541 views
I've been able to make IK kinematics, aim-at, and aim-at w/ scale to reach ON constraints work fine. Euler constraints dont seem to work, but that is not my problem. The problem is my fingers I'm using no constraints on them, and they are rigged in the 2001 skelleton manner with the rollhandle being used exclusively to flexing the fingers. In the bone view, the initial rolls of each of the fingers is set to 0. Now for some reason when I make an animation of the hand closing into a fist (for instance) the fingers will roll too far and consistently go into or through the palm in the exported version. Any tips would be greatly appreciated.
Last reply by DWARVEN_KING, -
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- 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, -
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- 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, -
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- 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
- 3 replies
- 972 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, -
- 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, -
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- 544 views
Hi Guys! Please write me: - How can I use my models in a game? - What kind of 3D game maker applications can you offer me,what can apply my models in the game ? ( I'm interesting in 3D fantasy strategy and 3D Army games, for example: Heroes IV, Commandos, Call of Duty) I'm waiting the answers! Thanks! Cheers... Sharky!
Last reply by Sharky, -
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- 408 views
Just wondering if anyone uses or see's value in Macromedia Flash as a game authoring engine. I realise you could never do realtime 3D but for sprite based it may have some possibilities. Anyone ?
Last reply by amarillospider, -
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- 385 views
This is a much needed topic here I think. I have found a couple of great sites and they get lost in the shuffle. So here is a new one. World Creator I have only briefly read through some of the features of this software. It is basically a tile creator. It is also freeware (there is a more powerful version available for purchase). I think that it might be a useful tool for learning how to create tiles and this knowledge could probably translate to A:M. Just a thought. Wade
Last reply by Sacman, -
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- 315 views
I have seen some great looking particle effects done with AM, and I was rather disapointed when I found out you can't use them in games. Well, could I make particle sprites with AM, and turn them into an effect with some kind of editor? Do you know a good particle editor that will let me do this, and use them in a game?
Last reply by BitShuffler, -
- 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 follower
- 2 replies
- 415 views
I've done some research into normal mapping before, and this stuff sounds terrific if it really works. Anyhow, I kind of gave up on the idea because how is it possible with AM? Or would it be in the hands of my game engine?
Last reply by triath5147, -
- 2 replies
- 505 views
Sorry I don't know to much about game development, but have heard (read) the .X file name tossed around some. I have some models that are in the .x format and was wondering if they were usable in AM? Thanks in advance for your comments. David
Last reply by ddustin, -
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- 404 views
I have been clicking and dragging Decals successfully, but I just noticed something I forgot about. For complex shapes I think I need to make UV maps. I have seen some of my textures stretch incorrect around some models. Can someone tell me what I need to do for this in AM?
Last reply by dborruso, -
- 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
- 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, -
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- 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, -
- 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, -
- 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, -
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- 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, -
- 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, -
- 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, -
- 1 reply
- 360 views
Animation master looks great, but tell me, is it a good idea to create things like game characters and stuff with it? You see, I wanted to use Cinema4D at first, then I saw the complete and utter lack of exporfers and I thought no thanks! So where are some good exporters for AM? Thankyou!
Last reply by itsjustme, -
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- 288 views
What I want to do in my game, is to create portraits for my characters. A hand-drawn anime portrait, you know? I want a full body one on their stats screen, and a mugshot just to be next to their names on the menus. If you play RPGs, you will now what I mean. What I also want to do is to put the mugshots in the battles, next to the character's health. And this is an idea I nicked from Tales of Symphonia, and added too. I want the portrait to change during the battle, so there is a neutral face when the character is not doing anything, an angry one for when they attack, a sad/pained one for when they get hurt, a concentrating one for when they are charging …
Last reply by zandoriastudios, -
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- 365 views
Hey game people. Figured I'd post here before going to the main AM forums. We've been asked to work on a military simulation game that has all the art and game design already done. The engine is like Torque but not as good. The job would entail 7 months full time of either fixing the existing code, or building the game in Torque and plugging in the existing simulations. All the work can be done from home, but three weeks need to be spent at the client's site in Monterey, CA. This is a PAID position, so if anyone needs a job, this is a great start, and could lead into more work with us. Thanks! Greg
Last reply by gschumsky, -
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- 389 views
Another game unit. I started it Saturday night. I still have a good bit of work to do. Unit is currently 1050 polygons. This is what I have so far:
Last reply by RViewer, -
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- 438 views
I am a Indie Game Developer and I was interested to know How would I go about creating level/progress screens for use in my game. Here is an example of what I am talking about in terms of style. I Really like the second example since it is more generic: http://tccons.com/PingoPango/level_progress_example.jpg http://tccons.com/PingoPango/level_progress_example2.jpg
Last reply by dborruso, -
- 1 reply
- 456 views
http://www.xbox.com/en-US/dev/developingforxbox360.htm dingo
Last reply by triath5147, -
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- 477 views
Just thought I'd share the info, but for all you artists using AM to make games, I found a really nice texture site, that has a great selection of textures in powers of 2 which is perfect for game engines. http://www.tiledtextures.com/ the have a cheap yearly or quarterly subscription, and they add textures all the time. They have even made me custom textures at my request at no charge once i became a member. Definately worth checking into, if your serious about developing realtime content.
Last reply by dborruso, -
- 1 reply
- 339 views
It appears that polygons may not be the "only" thing you have to worry about in game development. I ran into the concept of "textures." I also crashed into the issue of the textures being 256X256. Quite frankly, as a rule of thumb, how many textures should you have on your game that won't kill it? Also why do some games slow down when the textures image size passes the 256X256 range?
Last reply by triath5147, -
hamapatches .x exporter compared to amxtex .x exporter?
by Guest SandGroper- 1 reply
- 464 views
can hamapatch's .x export bones, textures and animations or is amxtex the only one? dont worry i will still support obsidian games .x file format , i just wanna know if there is another avenue to go through. cheers groper
Last reply by dborruso, -
- 1 follower
- 1 reply
- 427 views
I read somewhere in this thread about the problems of getting a publisher. I don't know how well it could work... but one of Cafépress products is a multimidia CD, which could be any software. It's printed 'on demand'. You can take a look at some titles here: http://www.cafepress.com/cp/browse/Ne-1160_N-1262_bt-1
Last reply by dborruso, -
- 1 reply
- 528 views
Great article on a great game.
Last reply by Zaryin, -
- 1 reply
- 418 views
I was curious if Animation Master's realtime renderer can render normal maps in realtime. Is there a setting that would turn such a feature on... perhaps. Or is it not possible. Any assistance a user who owns Version 13 could give would be greatly appreciated.
Last reply by KenH, -
- 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 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, -
- 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, -
- 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 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, -
- 1 reply
- 20 views
Once again Humble Bundle has a cornucopia of books on the Godot Game engine for sale https://www.humblebundle.com/software/everything-you-need-to-know-about-godot-4-encore-software?utm_content=cta_button&mcID=102:65024dd1790e50cee6000bb0:ot:5cf2f1707ee2c9297f16ccee:1&linkID=65024dd35d86e6db8f07ff1d&utm_campaign=2023_09_14_everythingyouneedtoknowaboutgodot4encore_softwarebundle&utm_source=Humble+Bundle+Newsletter&utm_medium=email One of our members has made a Godot plugin for A:M
Last reply by kujaibacha, -
- 0 replies
- 322 views
Do you want COOL design resource? If you are... visit our website "http://www.designcontents.com" Design Contents provides communication professionals with an indispensable resource for searching, purchasing and downloading royalty-free. Join now!!! You can get free resource. We will help your business. Please visit designcontents.com to get more information. If you have any Question, Contact "help@designcontents.com" you will receive our best attention.
Last reply by Marrie, -
- 0 replies
- 342 views
I thought I would put a pointer to the original topic down here because it cropped up when I was working in a game-ish system. If you ever need to know how to render cubic environment maps or skyboxes, check out the info the Yves and the others provided. Its actually ALOT easier than what I thought I was going to have to do. http://www.hash.com/forums/index.php?showtopic=12297 Bill
Last reply by wwoelbel, -
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- 423 views
Maybe some of you haven't seen this tutorial. Seems good: http://www.cstone.net/~martan/quake/qmodel.htm
Last reply by KenH, -
- 1 follower
- 0 replies
- 362 views
I just ran across 'The Scrolling Game Development Kit' on sourceforge, has anyone ever used this? Here's the Homepage It looks interesting and I'll probably take a whack at it in the near future to see if I can do anything interesting with it. Oh and its FREE!!! -s
Last reply by Drakkheim,