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Hallo :-)
#463133
11/16/16 15:10
11/16/16 15:10
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Joined: Nov 2016
Posts: 31
middleagechinese
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To bad I can't use the username "middleagechineseman" but thats fine :-) I heard about the acknex engine and fell in love with it at first sight. It is adorable! And since I wanted a challenge before developing with something fancy like the Unreal the Engine or Unity3d, I decided to make something using this hidden gem Well it seems you can do most stuff with some kind of simplified version of "c" lite-c, so that is kinda cool :-) However, since 3dgs uses this "mdl", is there something out there that can convert more common formats such as "obj" to "mdl"? Because I will probably not be creating levels using the 3dgs level editor WED... So if anybody is actually there and answers, thanks in advance :-)
Hello, it is me,
Middleagedchineseman!
Note: Not actually Chinese, nor middle age
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Re: Hallo :-)
[Re: 3run]
#463135
11/16/16 15:37
11/16/16 15:37
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Joined: Nov 2016
Posts: 31
middleagechinese
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Well I found an Blender converter for the japenese software MMD (Miku Miku Dance), so I wouldn't be surprized to find an Blender convert for mdl :-)
But it is good to know that MED can import obj. So I can make levels with Blender great!
hmmmm. But how is the quality loss?
Last edited by middleagechinese; 11/16/16 15:40. Reason: being stupid enough to write "lose" instead of "loss" :-)
Hello, it is me,
Middleagedchineseman!
Note: Not actually Chinese, nor middle age
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Re: Hallo :-)
[Re: middleagechinese]
#463136
11/16/16 16:28
11/16/16 16:28
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Joined: Nov 2016
Posts: 31
middleagechinese
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Oh,
And can I actually use C or C++ and therefore maybe Python?
Hello, it is me,
Middleagedchineseman!
Note: Not actually Chinese, nor middle age
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Re: Hallo :-)
[Re: middleagechinese]
#463137
11/16/16 17:18
11/16/16 17:18
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Hello and welcome to the forum , I use Blender to (with MED for importing/exporting to .fbx or .mdl). When you want to import fbx in MED use the fbx from 2010 option. Also you may want to install this handy free program http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 . I dont think you can directly work with .mdl files in Blender, but maybe this will work https://facepunch.com/showthread.php?t=1472353 (though could be Valve's .mdl is different than Gamestudio 3d's one). ut it is good to know that MED can import obj. So I can make levels with Blender great!
hmmmm. But how is the quality loss? , I personally dont see any loss when importing in MED, do note that Blender bone's system will not be imported in MED unless you follow these steps: tagimbul Offline Junior Member
Registered: 06/04/10 Posts: 92 Convert to Med With Vertex weights + UV mapping + texture + animation + bones Out Blender -> fbx binary Out Blender -> wavefront .obj in fbx to -> Autodesk converter out converter -> FBX 2010 import to MED -> for FBX 2010 Export from MED -> Bones & Keyframes ACSII .txt import to MED -> wavefront .obj import to MED -> Bones ACSII .txt import to MED -> add in Frame manager 1 frame, import in Frame manager Keyframes from ACSII .txt Save as MDL7 As for using Python, I dont think that is possible. On googling I came across this http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=270067&page=all . Aside from that maybe with a wrapper if someone made this? Anyway if you know c than Lite-C is easy to use. I suggest you scan through the online tutorial (see left bar of this site) to get an idea. Lite-C is great for small/mini games or if you want to quickly make a short game/prototype. Also if you want fancy shaders in Gamestudio 3d use Shade-C EVO (found on this forum).
Last edited by Reconnoiter; 11/16/16 17:23.
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Re: Hallo :-)
[Re: Reconnoiter]
#463139
11/16/16 19:45
11/16/16 19:45
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Joined: Nov 2016
Posts: 31
middleagechinese
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Great! Thanks for your feedback! :-) So since you mentioned shader, I seem to be able to use FX-shader right? Here is a sample, a piece of code of one of my shaders I use (it is a nice human skin shader). It is FX-shader and for how much I saw until now, should be compatible. Do you guys think I could use my shader collection with this engine? Sample:
//----------------------------------------------------------------------
//pmotskin
//
//----------------------------------------------------------------------
#define USE_MAINLIGHT
#define USE_SUBLIGHT
#define USE_NORMALMAP
#define USE_TEXTURE
#define USE_MATE_AMBCOL
#define USE_SPECULAR
#define USE_RIMLIGHT
#define USE_KERATIN
#define USE_SPHEREMAP
#define USE_SUBSURFACE
//----------------------------------------------------------------------
#define NORMALMAP_MAIN_FILENAME "dummy_n.bmp"
float NormalMapMainLoopNum = 1;
float NormalMapMainHeightScale = 1.0;
#define NORMALMAP_SUB_FILENAME "skin2_normal.bmp"
float NormalMapSubLoopNum = 30;
float NormalMapSubHeightScale = 1.0;
float MicroFacet = 0.30;
//----------------------------------------------------------------------
float SubsurfaceHLamb = 0.9;
float3 SubsurfaceCol =float3(0.2,0.05,0.02);
float SubsurfacePow = 0.9;
float SurfacePow = 2;
float SurfaceBias = 0.05;
float4 SurfaceCol =float4(0.9,0.8,0.6,0.3);
float TransparentPow = 1.1;
float TransparentRate = 1.0;
//----------------------------------------------------------------------
float SphereMapScale = 1.0;
//----------------------------------------------------------------------
float MainLightParam = 0.980;
float MainHLamb = 0.8;
float SpPowBias = 1.0;
float SpScale = 0.4;
float3 SpBias = 0.0*float3(1,1,1);
float RimPow = 2.9;
float3 RimRate = 0.1;
float SubLightParam = 0.13;
#define USE_SUBLIGHT_NUM 6
float SubHLamb = 0.9;
float MainLightAmbRate = 0.1;
//----------------------------------------------------------------------
#include "pmotskin_common.fx"
Or does 3dgs use something completely different for it's shader, a different syntax?
Last edited by middleagechinese; 11/16/16 19:48.
Hello, it is me,
Middleagedchineseman!
Note: Not actually Chinese, nor middle age
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