Game Development
Discusion area for game development related to Animation:Master
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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, -
- 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, -
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- 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, -
- 2 followers
- 9 replies
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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, -
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Is there any software that I can create music for my games with? I am using Anvil studios, but the instruments it comes with are very limited. I can create nice "temple" tracks, since I like mixing tinkling music boxes with Choir. This makes a well, the right sound for trawling crumbling temples and ancient ruins. But apart from that....nah. What I want to make is a battle music, but the drums just seem more like popping then drumbeats, the electric gutairs and basses just sound like a kid's plastic instrument. Help?
Last reply by dingo, -
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- 457 views
http://www.xbox.com/en-US/dev/developingforxbox360.htm dingo
Last reply by triath5147, -
- 1 follower
- 13 replies
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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, -
- 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, -
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- 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, -
- 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, -
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- 1 reply
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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, -
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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, -
- 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, -
- 2 followers
- 22 replies
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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, -
- 1 follower
- 20 replies
- 848 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, -
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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, -
- 10 replies
- 492 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 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, -
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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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- 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, -
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- 387 views
Would this be a good program to build DVD menus? Could it be used in that manner to create the menu and launch the movie, special features etc etc?
Last reply by gschumsky, -
- 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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- 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, -
- 4 replies
- 437 views
Hi there, i am also very interested in games design, but i am using quest3d. Anyway, i am looking for a way to use AM to create prerendered lightning. You know, setting up a game enviroment, then creating a scene with Lightning, and then getting the maps which are used on the models out of AM INCLUDING the lightning effects .... I know, this functionality is not there yet, but has somebody come up with an "workaround"? Cheers, Heiner
Last reply by Heiner, -
- 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, -
- 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
- 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, -
- 12 replies
- 676 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, -
- 5 replies
- 971 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, -
- 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, -
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- 0 replies
- 378 views
This was started on another thread, but the posts were getting a little off-topic, so I decided to start a new thread. Some hints on working with A:M and 3DGS were post before on this thread. I just wanted to share some more information on this: 1) The MED (model editor) has a simple but nice SKIN editor/painting utility. It is not any automatic UV unwrapper, but it remembers the old LithUnwrap functionallity. 2) Because of this skin editor, I found out that you should NOT check the "Shift Y to 1" option. UV coords exported from AM with this option will be located OUTSIDE the image. Since skins repeat, the model will look good, but it will be ha…
Last reply by Emilio Le Roux, -
- 6 replies
- 714 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, -
- 4 replies
- 597 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, -
- 1 follower
- 33 replies
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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, -
- 20 replies
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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, -
- 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, -
- 7 replies
- 457 views
If you can't use materials export materials to a game, how can you make textures look good? Could I: I dunno, like draw a butterfly or a celtic knot or something, could I put it in adobe and alter it so it looks like cloth or stone, then use it on my model or level?
Last reply by Feline Witch, -
- 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, -
- 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 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
- 529 views
Great article on a great game.
Last reply by Zaryin, -
- 1 follower
- 3 replies
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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, -
- 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, -
- 1 follower
- 21 replies
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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, -
- 6 replies
- 664 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, -
- 1 follower
- 17 replies
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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, -
- 1 follower
- 5 replies
- 928 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, -
- 1 reply
- 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, -
- 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
- 74 replies
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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,