Building Constructor
#41
Posted 01 December 2005 - 03:52 PM
#42
Posted 05 February 2006 - 04:24 PM
#43
Posted 04 August 2006 - 02:59 PM
Trying to get Texure from non-existing sprite
Can you fix that ?
#44
Posted 04 August 2006 - 03:19 PM
#45
Posted 05 August 2006 - 12:25 AM
#46
Posted 05 August 2006 - 02:33 PM
#47
Posted 06 August 2006 - 12:52 AM
#48
Posted 26 October 2006 - 11:20 AM
#49
Posted 26 October 2006 - 12:31 PM
#50
Posted 22 March 2007 - 11:09 PM
#51
Posted 23 March 2007 - 02:27 AM
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!!
Edited by kickassgames, 23 March 2007 - 02:29 AM.
#52
Posted 31 March 2007 - 08:37 PM
#53
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
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.
#54
Posted 03 April 2007 - 10:58 AM
#55
Posted 04 June 2007 - 10:06 AM
#56
Posted 04 June 2007 - 03:41 PM
#57
Posted 04 June 2007 - 04:58 PM
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.
#58
Posted 04 June 2007 - 06:56 PM
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...@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.
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!
#59
Posted 04 June 2007 - 08:11 PM
Edited by L4nt0m, 04 June 2007 - 08:12 PM.
#60
Posted 04 June 2007 - 08:23 PM
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