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Hallo :-) #463133
11/16/16 15:10
11/16/16 15:10
Joined: Nov 2016
Posts: 31
middleagechinese Offline OP
Newbie
middleagechinese  Offline OP
Newbie

Joined: Nov 2016
Posts: 31
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 tongue

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
Re: Hallo :-) [Re: middleagechinese] #463134
11/16/16 15:19
11/16/16 15:19
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Hello and welcome!

You could use MED to import .obj and some other models (check MED out). If it won't satisfy your needs, I would advice fragMOTION and/or Milkshape (I use both of them). I don't know much about Blender, maybe it can convert into Acknex .mdl too?

Best regards!


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Re: Hallo :-) [Re: 3run] #463135
11/16/16 15:37
11/16/16 15:37
Joined: Nov 2016
Posts: 31
middleagechinese Offline OP
Newbie
middleagechinese  Offline OP
Newbie

Joined: Nov 2016
Posts: 31
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
Re: Hallo :-) [Re: middleagechinese] #463136
11/16/16 16:28
11/16/16 16:28
Joined: Nov 2016
Posts: 31
middleagechinese Offline OP
Newbie
middleagechinese  Offline OP
Newbie

Joined: Nov 2016
Posts: 31
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
Re: Hallo :-) [Re: middleagechinese] #463137
11/16/16 17:18
11/16/16 17:18
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
Serious User
Reconnoiter  Offline
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Hello and welcome to the forum grin ,

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).

Quote:
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:

Quote:
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.
Re: Hallo :-) [Re: Reconnoiter] #463139
11/16/16 19:45
11/16/16 19:45
Joined: Nov 2016
Posts: 31
middleagechinese Offline OP
Newbie
middleagechinese  Offline OP
Newbie

Joined: Nov 2016
Posts: 31
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:
Code:
//----------------------------------------------------------------------
//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
Re: Hallo :-) [Re: middleagechinese] #463141
11/16/16 21:45
11/16/16 21:45
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
Serious User
Reconnoiter  Offline
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Your welcome,

You can use .fx files yes. You set 1 those in a material and than you can set material for the entity / object.

For the shader stuff you should check the sections 'Engine object' -> 'Material' -> 'Effects and shaders' and 'Effect & shader variables' in the manual. It also shows an example and predefined stuff.


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