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Building Constructor


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#31 L4nt0m

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Posted 24 November 2005 - 11:11 AM

change 0.3 to something like 10:

d3d_transform_set_identity();
d3d_transform_add_scaling(10,10,10);
d3d_mode_draw(the_model,x,y,0,background_get_text
ure(bk_1));
d3d_transform_set_identity();
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#32 Against The law

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Posted 24 November 2005 - 02:14 PM

yes it helped to draw the the model but it is not big enough and already changed the numbers 10 to different numbers and the model is tooooooo far from the original object.
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#33 L4nt0m

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Posted 24 November 2005 - 02:33 PM

The model exported is exactly the one you modelled in the BuildingConstructor. You might scale it with some extreme values, like 100 or something, though it would be very inefficient.
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#34 Against The law

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Posted 25 November 2005 - 02:42 AM

yes i used values like 10,10.9,100 & 1000 but when the value is > 10.9 the model doesn't show up.what is the problem.
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#35 Kalauz

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Posted 29 November 2005 - 02:06 PM

I need detalied tutorial how to put it in the game.
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#36 L4nt0m

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Posted 29 November 2005 - 03:19 PM

The .nbf file is just a normal saved gamemaker model, nothing special. Use the search function of this forum for topics regarding the gamemaker model commands.
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#37 Kalauz

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Posted 29 November 2005 - 05:32 PM

And can u send me a tutorial how to make a building like on the screenshot.DETAILED PLZ
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#38 L4nt0m

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Posted 29 November 2005 - 09:12 PM

if you read the tutorial DaMaster_Architect wrote, you will know the basics of the bc and you can make a building like that one yourself. i'm not gonna write another tutorial.
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#39 Kalauz

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Posted 30 November 2005 - 02:25 PM

I looked at it,but it's kind a hard.Nevermind i will make it somehow.Great program BTV.
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#40 L4nt0m

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Posted 30 November 2005 - 02:37 PM

thnx and good luck! :)
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#41 Kalauz

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Posted 01 December 2005 - 03:52 PM

Another thing,i cant i find a tutoriial how to import ndf files into GM,i looked at the thread but i cant make it.HELP
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#42 L4nt0m

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Posted 05 February 2006 - 04:24 PM

After a long time, I've updated the Building Constructor. See the first post for link and changes.
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#43 justin123

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Posted 04 August 2006 - 02:59 PM

I got an error:

Trying to get Texure from non-existing sprite

Can you fix that ?
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#44 L4nt0m

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Posted 04 August 2006 - 03:19 PM

I got a pm from somebody a few days ago regarding the same problem. The solution is to make in the folder where the BuildingConstructor is, a folder called 'textures', and put the textures you want to use in the BuildingConstructor in that newly created folder. Now load the images in the BuildingConstructor out of that folder, then it should work! :-)
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#45 abacus

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Posted 05 August 2006 - 12:25 AM

This is awesome. But you should be able to re-select shapes that you already did, and edit them.
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#46 L4nt0m

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Posted 05 August 2006 - 02:33 PM

reselecting is done by the page up/page down buttons.
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#47 abacus

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Posted 06 August 2006 - 12:52 AM

Ahhh, thank you. But mouse selection would be nice too. I don't like how much keyboard stuff there is, i like just mouse stuff. Maybe add some buttons for shapes instead of the show_menu?
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#48 L4nt0m

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Posted 26 October 2006 - 11:20 AM

I made major update, check out the first post for the changes!
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#49 Darksoul

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Posted 26 October 2006 - 12:31 PM

woow this is seorisly cool thanx for sharing it with us
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#50 kickassgames

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Posted 22 March 2007 - 11:09 PM

Awesome program man i'm definitaly using it in my game and giving you a lot of credit
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#51 kickassgames

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Posted 23 March 2007 - 02:27 AM

Could you possibly put up an example of how to import the buildings into the game?? please :GM060: and yea it's easy to use and very good and professional looking

Edit: Hey did someone hack me account or something err now i have to change me password again so just to let you know that post above isn't mine!! :GM028:

Edited by kickassgames, 23 March 2007 - 02:29 AM.

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#52 dudeishfish

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Posted 31 March 2007 - 08:37 PM

Congratulations you just won tool of the month on Xineph Studios!
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#53 L4nt0m

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Posted 02 April 2007 - 09:48 PM

Congratulations you just won tool of the month on Xineph Studios!


thanks ;)

Could you possibly put up an example of how to import the buildings into the game?? please :D


The models output by this program can be loaded in your own game with the d3d_model_load-functions of game maker.

UPDATE: recompiled the program in GM7 so it's vista compatible (version number stayed the same though)

Edited by L4nt0m, 02 April 2007 - 09:51 PM.

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#54 badgamemaker

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Posted 03 April 2007 - 10:58 AM

Cool, but hard to use!
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#55 samushi

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Posted 04 June 2007 - 10:06 AM

This is awesome :P !
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#56 them4n!ac

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Posted 04 June 2007 - 03:41 PM

this would be good if it wouldn't consist of default blocks, spheres... but of primitive-built - like my editor for rfx engine..
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#57 L4nt0m

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Posted 04 June 2007 - 04:58 PM

@them4n!ac: With this program I focus on making modelling as easy as possible. If you want to work with primitives etc, it becomes way more complex and thus I wouldn't achieve my goal.

ps.: if you meant with primitive built that I used the standard d3d_draw_block etc, then you're wrong: all objects are made out of primitives.

Edited by L4nt0m, 04 June 2007 - 04:59 PM.

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#58 them4n!ac

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Posted 04 June 2007 - 06:56 PM

@them4n!ac: With this program I focus on making modelling as easy as possible. If you want to work with primitives etc, it becomes way more complex and thus I wouldn't achieve my goal.

ps.: if you meant with primitive built that I used the standard d3d_draw_block etc, then you're wrong: all objects are made out of primitives.

<{POST_SNAPBACK}>

that was really what i expected - so you could easier make more primitives like plane, wall - very useful, and - one good thing which makes modeler still easy but adds more options to the advanced users - vertex moving...
i'll tell you about it - many games use BSP(binary space partitioning) - type maps (Half-life, Unreal and their mods) - and editors in their maps are as simple as yours but... they use: 1) CSG(constructive solid geometry) 2)compiling system to remove never seen faces 3)vertex moving and primitives for creating maps
point 1 and 2 are very hard to make but the third one is very good!
and - if you already have vertex moving and i haven't seen it - then well done!
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#59 L4nt0m

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Posted 04 June 2007 - 08:11 PM

I do know how bsp mapping works (I've made some maps for quake2) and yes, I agree that's very easy. But I don't have vertex moving at the moment. Maybe I will integrate some 'wireframe editing' in some future version, but that would require a complete rewrite of the program. So maybe if I have a lot of time, I'll make that feature ::lmao::

Edited by L4nt0m, 04 June 2007 - 08:12 PM.

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#60 them4n!ac

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Posted 04 June 2007 - 08:23 PM

that shouldn't take much rewrite if you are now using d3d_primitives and an object for each face.. but if you're not registering all vertices and faces then you will have to work a lot! btw - i've made maps for counter-strike - almost the same as quake (half-life's GoldSrc engine was almost completely rewritten quake engine if i remember correctly)
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