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About walasek

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  • Name
    Arthur Walasek
  • Location
    Sacramento, Ca

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  1. It's in your profile which you can edit via buttons at the top right of the forum but for now I've changed it for you. As for a FBX plugin... lots of folks would love to have such a converter. I for one would just like to know more about using Visual Studio with A:M. I have a few projects I'm researching but its going to take awhile to get educated. Welcome back! Quick question before I go looking for my old AM code for my exporters... Is there a new SDK for AM? Last one I used was probably for v13 or earlier... I tried looking on the website, but couldn't find any info on it or how to download it. If you could personally email me where/how to get it, I would appreciate it... arthurwalasek@comcast.net
  2. Hello again everyone, My name is Arthur Walasek, and I haven't been around for quite some time, but you probably notice my name around (especially in Fuchur's signature). I am the person that made some of the importers and exporters for AM (way back in the day). I had my own gaming company for quite a while (making casino games) and I really haven't used AM for about 8 years to do anything (I don't use anything else either). I would definitely use AM if I had to model or animate. The reason I am re-introducing myself is that I find, in what I am currently trying to do, is to use the Unity 3D engine for some personal/business projects. I believe that I will be needing models and animations (since I like making games), and I was going to start using AM again for that purpose (I have to get a subscription as I am sure mine ran out a while ago). However, I see that there isn't an easy (or necessarily super cheap) way to export models and animations from AM. (I see a video and some posts about going from AM->Direct X and then using 3D Unwrapper or some other tool to do it). Is there something I am missing in getting AM models/animations into .FBX? If there really isn't another way, I will be looking at writing an exporter from AM -> FBX directly. I have the Autodesk FBX SDK and Visual Studio is second nature to me. Is there anyone else with a need for this? I also don't know if it is possible, or how long it will take me as this is a sort of side project (my current projects don't need models/animations). It also would be a good way for AM'ers to possibly make some money using the Unity Asset store (if you could export your models and animations and get paid for your work). Anyway, let me know if there is a better way to export to .FBX from AM, and if people are interested in this plugin. I reactivated my innovateenterprises website, so the older AM plugins (.OBJ, .DXF, .ACT, .LWO) are available. I don't know if they still work for the current AM, but I could recompile them for it (if I find my source code). Arthur Walasek arthurwalasek@comcast.net (ps how do I change my email for this forum as it is not awalasek@comcast.net) President CMC Gaming Systems, Inc. http://www.cmcgaming.com
  3. I'm also near Sacramento... Folsom to be exact. I use to do the Bay Area meetings (ok I did 1 or 2 of them), and met Jeff Cantin there. If there is something you would like to discuss as far as AM or importers/exporters, drop me an email. Arthur Walasek Innovate Enterprises arthurwalasek@comcast.net
  4. I knew I should stay a programmer.... Thanks, that makes a lot of sense of what happened.... yes I am kicking myself. Arthur
  5. I was trying to resize a model (the Jason model on the Extra's CD). I wanted to have everything move proportionately (bones, vertices, etc). I was able to select the model bone in the PWS, select the whole model, and scale while holding down the ctrl key. All the bones and vertices sized accordingly - great. However, the bones no longer kept their control pts - not so great... Anyone know how to resize and keep the bones control pts? Arthur
  6. Sorry I didn't respond to the emails, I just saw them today... I will post here though some answers... Up through version 13 beta 4, importing did not work. It didn't work on my plugins, nor did it work for any other plugins that were installed that I could find. I know that Hash just recently released the non-beta v13, but I haven't yet tried the plugins to see if they will import. Exporting seemed to work fine. If you were testing with version 13 beta, then you must have the yeti cd and be able to run AM v12. Importing and exporting do work for v12. What application made the original models? What format (binary or ascii), if you know, is the file in (some formats support both an ascii and a binary representation)? I will try to be more receptive to my emails, sorry it's taken so long to reply. Arthur Walasek arthurwalasek@comcast.net
  7. FYI... The newer v13 alpha 11 has fixes in it that address a lot of the issues with polygon exporting. My plugins have all been converted (for v13) and voila - no more holes... Nice job Hash! My plugins can be found at http://www.innovateenterprises.com/AM Let me know of any problems... Arthur
  8. Thank you, thank you, thank you... That is *exactly* what I was looking for - the golf ball is perfect... (I knew there had to be an easy way to do it) Arthur
  9. Hi everyone, Even though I've been around for quite some time, I'm still very, very new to modelling. What I would like to find out, is how would be the best way to make a golf ball in AM? I have looked and searched for the answer here in this forum, and come up with using bump maps on a normal sphere as a good way, and this sounds great. (Here comes the newbie part). I have found a bump map, but it is basically a big rectangle with the dots stretched at the edges (mainly at the top/bottom). I have tried just applying the image as a decal, and flattening the image (although Im not that great at flattening). Both results varied in effectiveness, but basically, the dimples are still stretched at the top/bottom and in the back. So my question is if I am to apply a bump map, how (what steps) do I need to take? Do I split the golf ball in half and flatten each half? (seems like this would make a seam) Is there a way to do a spherical unwrap within AM? I would rather use the bump map as this way doesn't introduce any new geometry, and I think (based on what Ive seen so far) that it will work just fine. Any help, pointers, or directions to web sites would be appreciated... Arthur
  10. I'm sorry too for bringing up the MMO idea, as I too thought this thread wasnt as much for TWO as it was for games in general. You asked if I have a Torque license - I believe I still do (I was one of the originals working on converting our models to their format). - I have to check though. No more MMO talk from me - sorry... I guess I was under a different impression on what the goal of a TWO game was. If this is truly what it was for, then perhaps I'm not a suitable person and wouldn't want to take away from any one else's chance at creating/working on a commercial game (I also do this, so to speak, for a living, and don't necessarily need another project). I will have to go an read all the other threads - this was really one of the few that I read... Arthur
  11. Well, ok - guess I should let some of my experiences be known... I am known as "Generin" in most gaming circles, and if any of you had played early WOW - alpha/beta, then you might recognize my name or the name Stormcraft. I wrote, not one, not two, but three functioning (at the time) WOW servers that supported thousands of people. Although I only wrote server code for WOW, I am quite familiar in writing gaming client code... In fact, I have even published articles on methods on dead-reckoning and network performance for MMOs. It's fine if its not MMO. I really don't care that much. I also didn't think that we would be competing at all with the big boys. In fact, I would be happy if we could have 100 people on the game simultaneously. I believe that not making it required MMO would be a necessity, as I don't know if we can count on that many people being online at 1 time. As an example, WOW, DAOC, EQ would all fail if it weren't massive multiplayer. Some of the quests require large groups to accomplish (ie slaying dragons), large scale raids... Without a large number of people, the game looses this aspect. I guess what Im saying is it would be fun if it could support multiple people at the same time (such as doing missions with more than 1 player - making a group of your friends). I can play AO by myself, but it is much more fun playing with a few friends... or diablo, or starcraft. The fact is that unless you are an extremely talented AI programmer, NPCs become very boring and very predictable very fast. Having a real human controlling a character, and you never know what is going to happen. To me, that adds replayability to the game as human players act differently all the time. I do agree that any game can loose its playability quickly unless its story and play appeals to the person that is playing it. I am not the one controlling or deciding vision, I'm just putting in my 2 cents...
  12. I guess my initial question would be: how many people do you expect are going to be playing this at any given time? I'm not expecting the numbers that WOW see's or anywhere close to that. Very, very, very few games reach that many simultaneous users. As far as bandwidth, etc, that depends on how efficient and what communication must take place between server and client. It basically all depends on your goal. If you want it to be multiplayer and if so, what level of multiplayer (quake/battlenet sized, or massive sized). This will drastically affect the entire game, puzzles, tasks, communication, etc. I'm not saying to go multiplayer if you don't want to, I'm just curious why it seems you are so against it. There are people out there willing to donate servers for playing games. What they want in return would have to be negotiated. You have the basic infrastructure in place already in the Torque Game engine. All that would be needed is basically how much traffic, simultaneous users, would be expected and at what times during the day. As I said, I'm not saying to go multiplayer if it isn't something that you want to do, but it seems like you also think that would be "cool"...
  13. I'm sorry to hear that you are not considering a MMO type of game for this project, as it is the type of games that I play and program the most. I also don't quite understand the large hurdle that you are trying to overcome by going MMO. The Torque game engine supports it already (yes you would have to code some extra pieces for human-to-human interaction). In some aspects it may be easier than coding an AI for a computer controlled character. I actually do have a lot of experience in programming and creating MMOs, and I'm sure some of you (especially those of you that played WOW very early on) have played on some of my servers... The real problem here is that everybody has different ideas of what makes a great game. Being single, I loved MMOs because I got to meet new people and socialize, the problem was it usually took a great deal of time sitting down at one time. Now that I have kids and committments, its very difficult to block out several hours to just play, so I tend towards games that are easily stopable, savable, etc - without interferring with others that I might be playing with. I can see how a MMO could be more social and could be a good way for people to get to know others (especially within the AM community). It all depends on what you are actually trying to accomplish. Showing off AM's capabilities might be easier in a single player type of game. Having social interaction - you need MMO. I might be available to help in some of the coding, and I am familiar with the Torque game engine... Arthur Walasek
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