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Building Constructor


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#1 L4nt0m

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Posted 19 August 2005 - 08:58 AM

Building Constructor

I actually made this program to ease the the creation of buildings for some project I worked on, called Newcitysim.
but it's suitable for all 3d gamemaker games, since it exports objects as d3d_model (extension .nbf).

Features:
- mouse-controlled, easy to use modeller (thanks to Yourself's 2d to 3d script)
- saving as d3d model
- 7 different standard shapes: block, cylinder, cone, wedge, arch, floor and wall
- Really easy UV-mapping
- automatic normal fixing for basic shapes, it doesn't matter which way you drag, the normals are always good.

Update 2-4-07: recompiled it with Gm7, so it's Vista compatible

New in V1.3:
- mouse-movement
- view/grid changes
- layout updated
- textures now loadable from any folder
- mouse-selection
- doubleclicking an object will center the view on that object
- selecting groups (hold ctrl while selecting)
- group/ungroup (press 'g'/'u')
- various other fixes...

New in V1.22:
- added box where you see the dimension of the selected object.
- fixed bug in properties view of cylinders and cones.

New in V1.19:
- General program settings are now saved in ini-files
- scrolling with right mouse button when uv-mapping fixed

Download:
Download from yoyogames.com

Screenie:
Posted Image

Edited by L4nt0m, 04 June 2007 - 12:56 PM.

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#2 ThatGamesGuy

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Posted 19 August 2005 - 12:53 PM

This is pretty good. :D
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#3 Spengo

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Posted 19 August 2005 - 04:27 PM

Nice, I like it. :D
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#4 rolflyer

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Posted 20 August 2005 - 07:11 AM

how to get it in GML to gamemaker?
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#5 ColdShellProductions

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Posted 20 August 2005 - 07:19 AM

Good job this is inspiring i am going to make one. similar like a sim city but no sims
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#6 L4nt0m

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Posted 20 August 2005 - 07:54 AM

This is pretty good. :D

<{POST_SNAPBACK}>

Nice, I like it. :(

<{POST_SNAPBACK}>


thanks :(

how to get it in GML to gamemaker?

<{POST_SNAPBACK}>

in the create event of the object put:
//assuming you want to call the model the_model and the name of the file is model.nbf
the_model=d3d_model_create();
d3d_model_load(the_model,'model.nbf');
If you'd want, you can change the extension of the file.
Oh, and don't forget to change the , to . everywhere in the file (just open the file in notepad or something)

Good job this is inspiring i am going to make one. similar like a sim city but no sims

Good luck! (though you should definitly check out NewCitySim, we can always use some extra help :D)

Edited by L4nt0m, 20 August 2005 - 07:55 AM.

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#7 L4nt0m

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Posted 22 August 2005 - 06:01 PM

I've updated the Building Constructor. Check first post for changes.

If you have suggestions for the Building Constructor, plz tell me ::lmao::
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#8 game freak

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Posted 13 September 2005 - 12:04 AM

Sweet easy to use.
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#9 Jesper

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Posted 13 September 2005 - 03:37 PM

::lmao::WOOOOOOW :)
This really is a great program, waiting for the next version :D

BTW, do you want credit?
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#10 L4nt0m

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Posted 13 September 2005 - 07:03 PM

::lmao::WOOOOOOW :)
This really is a great program, waiting for the next version :D

BTW, do you want credit?

<{POST_SNAPBACK}>


thanks ;)

i would really appreciate it if you'd put the program in the credits list. It's not compulsory though...

by the way, if you want a new version, please give me some suggestions for the next version. im sorta out of ideas ;)
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#11 Feohdys

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Posted 15 September 2005 - 09:48 PM

::lmao::WOOOOOOW :o
This really is a great program, waiting for the next version :medieval:

BTW, do you want credit?

<{POST_SNAPBACK}>


thanks ::lmao::

i would really appreciate it if you'd put the program in the credits list. It's not compulsory though...

by the way, if you want a new version, please give me some suggestions for the next version. im sorta out of ideas :chikin

<{POST_SNAPBACK}>


Well, I don't really have any ideas for improvements, but you could fix the bug that causes it to crash when you load a texture:

ERROR in
action number 1
of Mouse Event for Left Pressed
for object obj_options:

Trying to get texture from non-existing sprite.


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#12 L4nt0m

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Posted 18 September 2005 - 11:11 AM

remember that you have to create a folder called 'textures' in the same folder as where you've put the BuildingConstructor in and put all your textures in there.
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#13 benny

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Posted 18 September 2005 - 05:44 PM

in the create event of the object put:
CODE
//assuming you want to call the model the_model and the name of the file is model.nbf
the_model=d3d_model_create();
d3d_model_load(the_model,'model.nbf');

THIS IS NOT A REAL FUNCTION! that is not a real function! it says unkown function if you try and put that in.so please inform me how everybody else got it to work!!!!!!!!!!!!!!!!
WHY TORMENT ME SO!!!!!!!!!!!!

Edited by benny, 18 September 2005 - 05:45 PM.

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#14 L4nt0m

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Posted 18 September 2005 - 05:46 PM

You got gamemaker v6.1?
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#15 benny

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Posted 18 September 2005 - 05:51 PM

ooh.i need that.well,no i dont.is it possible to use this with gm6.0?if so,plz tell me how
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#16 L4nt0m

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Posted 18 September 2005 - 06:45 PM

no, it isn't
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#17 Feohdys

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Posted 18 September 2005 - 07:11 PM

remember that you have to create a folder called 'textures' in the same folder as where you've put the BuildingConstructor in and put all your textures in there.

<{POST_SNAPBACK}>


I did. It still crashed. I fixed it by using .bmp files instead of .tga, which is odd considering that targa is the standard for textures.
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#18 Mercury92

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Posted 11 November 2005 - 08:17 PM

Link doesnt work :lol:
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#19 linkw204

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Posted 13 November 2005 - 08:25 PM

I CAN NOT DOWNLOAD IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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#20 KaizuSellgren

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Posted 13 November 2005 - 08:35 PM

File has been deleted from the server.
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#21 L4nt0m

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Posted 13 November 2005 - 08:49 PM

well, our forum sorta got deleted or something.
i used to host it there, but now i uploaded it to another server.

i also updated it to v1.21, which has for example the possibility to rotate the camera with the mouse. I posted the whole changelog on the forum, but that got deleted so no complete changelog :)

see first post for link
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#22 Against The law

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Posted 23 November 2005 - 11:31 AM

my model does not load on my game but it does not even show the model. ^_^
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#23 L4nt0m

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Posted 23 November 2005 - 01:05 PM

what version of gm are you using?
which commands did you use and in which actions do you perform them?
was the extension originally .nbf?
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#24 Against The law

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Posted 23 November 2005 - 01:18 PM

my gm version is 6.1
and i used

//assuming you want to call the model the_model and the name of the file is model.nbf
the_model=d3d_model_create();
d3d_model_load(the_model,'model.nbf');

command in the create event
and its extension is .nbf
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#25 Ivan the Mage

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Posted 23 November 2005 - 01:30 PM

You have to modify the properties of d3d_model_load depending on what your filename is.
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#26 Against The law

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Posted 23 November 2005 - 01:44 PM

Like,give me an example.
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#27 Against The law

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Posted 24 November 2005 - 01:14 AM

i figuered out and solved theproblem by writing a code in draw event of the object
code is
d3d_model_draw(the_model,x,y,0,background_get_text
ure(bk_1));

but the only problem is it is very small and it doesn't get it's own texture.
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#28 benny

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Posted 24 November 2005 - 02:45 AM

well if you want to scale it you can do this:
d3d_transform_add_scaling(0.3,0.3,0.3);

you dont need 0.3.just using it as in example:)
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#29 Against The law

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Posted 24 November 2005 - 04:33 AM

it didn't work.i used it in all event create,step,draw
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#30 Against The law

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Posted 24 November 2005 - 04:34 AM

it didn't work.i used it in all event create,step,draw
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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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