Gm 3d Model Creator: Professional 3d Modeler, Modeler2 announced - screens, features! |
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Gm 3d Model Creator: Professional 3d Modeler, Modeler2 announced - screens, features! |
Jun 4 2005, 11:57 PM
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#1
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
Download version 0.4 here
Download tutorial NEWS: *****Tutorial has been added! ** Version 0.3 has been released. I have corrected the two user-posted bugs, as well as the following: { * Functions to flip point coordinates around the center axis (0,0) or around the cursor * Functions to mirror points, similar to the flipping Polygon uv mapping is now optional * Polygons can now have alpha and color values at their points * Polygons are now much more controlled by their points. You can no longer delete points with a polygon (Delete the polygon first) UV coordinates now stay inside the image Select distance now changes with the grid The mouse now does not snap when clicking on the interface border * I have added a Bookmarking system to the UV mapping; you can snap a uv mapping point to a bookmark, which you can create and use for multiple polygons; you can also move a bookmark around and snap it to a point. You can now copy and paste uv coordinates * You can now move the camera in free-look mode * Zoom functions } * I have completed the new demo! Screens are below. Tons of things have been added, including UV mapping, point moving, shape/polygon deletion, an interface, etc. Try it out! To make developing models for Missionary 2 easier (And to see what I could accomplish along these lines), I have begun the creation of a GM6.1 model editor. First version screen ![]() Above: New screenshot, showing the interface with a UV-mapped model ![]() Above: That same model, rendered in a basic view ![]() Above: Same model, in a virtual scene Please test the features; report bugs. This post has been edited by OmicronGamer: May 16 2006, 11:36 PM |
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Jun 5 2005, 12:17 AM
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#2
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Videogame designer ![]() Group: Retired Staff Posts: 4789 Joined: 2-January 04 From: The Netherlands. Member No.: 4238 |
Have you created stuff with this yet? Could you show some thumbnail links maybe?
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Jun 5 2005, 12:32 AM
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#3
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
There's a screenshot showing a castle model...
Here is a model (In d3d model format) that I made to test the program's export function. Download It can be loaded and drawn like any model. |
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Jun 5 2005, 01:54 AM
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#4
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GMC Member Group: GMC Member Posts: 669 Joined: 12-November 04 From: tha hood Member No.: 16625 |
wow this is great
good job This post has been edited by Grinderwolf Games: Jun 5 2005, 01:55 AM |
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Jun 5 2005, 02:28 AM
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#5
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
Note:
I just added zooming functions, polygon selection, saving/loading of native models, open/closed status toggle for cylinders/cones, detail level for ellipsoids etc... here's a screenshot of the different sphere LODs... as well as some d3d models of different things I made... have fun... ![]() Download three (3) models - spheres display, two skyscraper models |
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Jun 5 2005, 06:22 PM
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#6
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GMC Member Group: GMC Member Posts: 209 Joined: 23-April 04 From: Sweden Member No.: 8672 |
i couldnt understand the model making thing but nice.. anyway ive recogniced the model functions and i cant get a primitived saved model to show up when loading it
but a cube works |
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Jun 6 2005, 02:33 AM
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#7
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
Ok, new demo out.
"NEWS: I have completed the new demo! Screens are below. Tons of things have been added, including UV mapping, point moving, shape/polygon deletion, an interface, etc. Try it out!" This one should be easier to use. |
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Jun 9 2005, 01:05 AM
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#8
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GMC Member Group: GMC Member Posts: 7 Joined: 14-October 03 From: Western Cardboard Box, Washington, USA Member No.: 320 |
I’ll give my but report here since you didn’t say were else to go:
When the grid size is set to zero, a “division by zero” error is returned, rather than a message saying this is impossible (or simply making the grid disappear). |
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Jun 9 2005, 02:00 AM
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#9
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
Ahh, yes. It also has problems with non-integer values. That will be fixed in 0.3
0.3 feature list: * Functions to flip point coordinates around the center axis (0,0) or around the cursor * Functions to mirror points, similar to the flipping Polygon uv mapping is now optional * Polygons can now have alpha and color values at their points * Polygons are now much more controlled by their points. You can no longer delete points with a polygon (Delete the polygon first) UV coordinates now stay inside the image Select distance now changes with the grid The mouse now does not snap when clicking on the interface border * I have added a Bookmarking system to the UV mapping; you can snap a uv mapping point to a bookmark, which you can create and use for multiple polygons; you can also move a bookmark around and snap it to a point. You can now copy and paste uv coordinates * You can now move the camera in free-look mode To come: Zoom and maneuvering for the uv mapper; to make it easier to set uv position. Hiding of individual points, polygons, etc. Select all points/shapes/polygons option Ability to select multiple shapes Multiple view angles for the fixed views. * indicates key feature Edit: I have fixed the bug reported by AltiusBimm. This post has been edited by OmicronGamer: Jun 9 2005, 02:02 AM |
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Jun 10 2005, 12:24 AM
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#10
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GMC Member Group: GMC Member Posts: 493 Joined: 19-July 04 From: Planet Earth Member No.: 11819 |
Bug found, if you try to load a model and press cancel, it makes errors.
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Jun 10 2005, 12:41 AM
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#11
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
Thank you for the report. It will be fixed. (And that is what pre-release demos are for...)
I have added a zoom/scroll feature to the uv mapper. It includes 7 preset zoom levels and a custom zoom function, as well as a scrolling tool. It makes uv mapping much, much easier. |
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Jun 10 2005, 06:26 PM
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#12
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
News: The new version has been released. Much has happened to the modeler... 3+ fatal bugs have been fixed. Mirroring has been added. You can now maneuver the camera in free-look mode. Polygons now have color and alpha settings, and optional uv mapping. The uv mapper has zoom and scroll features.
Bookmarks have also been added. As this is a new concept, I will explain how it works. You press the "add bookmark" button, and enter a starting position. If you have coordinates from the texture (open it in paint and get positions), you can easily enter them here. After entering coordinates, you will see a blue circle appear on the texture where you placed the bookmark. You can move it around by right-clicking and dragging. With control pressed, you can snap it to corners and to uv points. Now comes the true use of this feature. When you have a polygon you want to uv map, you can click a corner of the uv mapped polygon and snap-drag it to a bookmark. Voila! Instant positioning! But it doesn't end there. Bookmarks can be used on all polygons, not just one. So if you want to copy a polygon, you can simply snap-drag some bookmarks to the polygon's position and use them on the other polygon as well. Or you can simply copy and paste the uv mapping with ctrl-C and ctrl-V. |
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Jun 10 2005, 06:38 PM
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#13
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GMC Member Group: Posts: 449 Joined: 3-October 04 From: Computerville Member No.: 15070 |
nice.
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Jun 10 2005, 08:42 PM
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#14
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GMC Member Group: GMC Member Posts: 555 Joined: 10-July 04 From: The shadows Member No.: 11458 |
I tried this program and it doesnt seem to work.
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Jun 10 2005, 10:02 PM
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#15
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
You know, language is such a nice invention. It's so efficient that we don't even have to know what's being said to get a feel for what's wrong with our program... you can talk like bathy did, and someone can fix the program so it works for his specific problem... no need to know what problem that is...
Seriously. A few details would be nice, bathy. Then perhaps I can fix whatever is wrong, or help explain it. |
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Jun 11 2005, 01:10 AM
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#16
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GMC Member Group: GMC Member Posts: 555 Joined: 10-July 04 From: The shadows Member No.: 11458 |
Ok I will explain step by step:
I click program. window opens nothing happens I close program Bathy This post has been edited by Bathy: Jun 11 2005, 01:13 AM |
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Jun 11 2005, 01:25 AM
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#17
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
Have you tried pressing buttons or keys? When in doubt, experiment!
Full list of key commands: QUOTE Keys:
F1-F5: Select view F6: Save model F7: Choose grid size F8,F9: Zoom F10: Save F11: Load F12: Clear S: Begin block C: Begin cone Y: Begin cylinder E: Begin ellipsoid W: Begin wall F: Begin floor P: Create polygon from three points Ctrl-del: Delete selected point(s) Alt-del: Delete selected polygon/shape Mouse click: Activates snap movement. In snap movement: Mouse move left/right: Adjusts snap X value. Mouse move up/down: Adjusts snap Y value. Mouse scroll wheel: Adjusts snap Z value. Ctrl-Enter: Adds point at position. Space: Selects nearest point. M: Select polygon. All three corner points must be selected. N: Select shape. Either the start corner or the finishing corner must be selected. In standard control mode, cursor is moved with the arrow keys and pgup/pgdown. In alternate control mode, cursor is moved left/right with left arrow, up/down with up arrow, and fwd/bkwd with right arrow. Switch controls with down arrow. T: Load texture Numpad 2/4/6/8 move selected point(s) on the horizontal plane; + raises selected points, and - lowers them. H allows you to enter horizontal texture wrap, V controls vertical texture wrap (For shapes) When a polygon is selected, click a numbered corner and drag it in the texture window to move the corner around. Mirroring and flipping functions mirror around the central axis unless control is pressed. |
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Jun 11 2005, 11:59 AM
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#18
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GMC Member Group: Validating Posts: 192 Joined: 11-October 04 Member No.: 15420 |
Does this program include texture net exporting?
Dan This post has been edited by Iceman: Jun 11 2005, 11:59 AM |
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Jun 11 2005, 03:41 PM
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#19
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Omicron Programmer Group: GMC Member Posts: 810 Joined: 30-October 03 Member No.: 1106 |
"texture net exporting"?
It can export uv mapping to gm 3d, if that is what you mean... |
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Jun 23 2005, 09:32 PM
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#20
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GMC Member Group: GMC Member Posts: 461 Joined: 1-July 04 From: Idaho, USA Member No.: 11130 |
The links broken
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