Akai Posted August 21, 2008 Posted August 21, 2008 Hi, I'm new here and just picked up A:M about a week ago; as such still going through the tutorial guide. When I was in school a couple of years back, I had a small team working on a total conversion mod (demo) for UT2004. Back then we were using 3DS MAX... It was on all the lab PCs. I'm looking to start working on it again, soon. Any pointers on workflow, stuff that A:M does well for UT modding or not, cautions and pitfalls are appreciated. Thanks guys! Quote
heyvern Posted August 21, 2008 Posted August 21, 2008 AM is probably not the best choice for "game modding". You could probably find some simple open source polygon modeler to do that better than AM. AM does export .obj and .3ds... I am pretty sure. However I don't know what is needed for game modding and how well exported files from AM would work with that. -vern Quote
Darkwing Posted August 21, 2008 Posted August 21, 2008 i have to agree with vern. even though i personally am not an expert at AM, i do know that spline to polygon mesh is very klunky at this point. AM wasn't really designed for that. AM works best within itself, rather than trying to cross-breed it with other programs such as 3ds max. if yo have acces to something like 3ds max, than i suggest you go back to using that for your game modding, as it was designed to be able to do that. Quote
Fuchur Posted August 21, 2008 Posted August 21, 2008 i have to agree with vern. even though i personally am not an expert at AM, i do know that spline to polygon mesh is very klunky at this point. AM wasn't really designed for that. AM works best within itself, rather than trying to cross-breed it with other programs such as 3ds max. if yo have acces to something like 3ds max, than i suggest you go back to using that for your game modding, as it was designed to be able to do that. A:M can export to the DirectX-Format... this is very well suited. The problem is the import, if you plan to only edited already existing models. I used A:M in combination with Quest3d to create Realtimecontent. It was working well. *Fuchur* Quote
Fuchur Posted August 21, 2008 Posted August 21, 2008 i see, is this on all the versions? V13 and newer should be able to use the exporter (available at my website for free). So model, texture and animate in A:M and everything is fine. It is not as good as the newer collada-formats, but it will do the job. Have a look at my hp... you can find a link in my signature. *Fuchur* Quote
Akai Posted August 21, 2008 Author Posted August 21, 2008 I'm probably going to rebuild the character models anyway, as my old models are gone Quote
HomeSlice Posted August 21, 2008 Posted August 21, 2008 This probably doesn't help you with UT, but there is also an AM exporter for the Torque game engine. I can't remember who wrote it, but you can try a forum search to dig it up. Quote
Akai Posted August 21, 2008 Author Posted August 21, 2008 Thanks, I was thinking of making it a standalone demo anyhow Quote
Fuchur Posted August 21, 2008 Posted August 21, 2008 This probably doesn't help you with UT, but there is also an AM exporter for the Torque game engine. I can't remember who wrote it, but you can try a forum search to dig it up. Chris Roy did... available at my website too. *Fuchur* Quote
photoman Posted August 21, 2008 Posted August 21, 2008 From personal experiance with game modding (Halo PC) with A:M. It is possible to do.... but hard. Example: Easy if you just do a tweak here and there but hard if you redo a character mainly b/c of texturing and flattening the modeling. Photoman Quote
Akai Posted August 22, 2008 Author Posted August 22, 2008 what are some of the snags, say... If I was building chars from scratch? Quote
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