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Model Creator For Game Maker - V5.0 - Open Source!


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#21 grimrecka

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Posted 10 January 2009 - 09:48 PM

Thanks for adding the middle mouse rotate + zoom :) its so much easier to look around stuff now. Also, good thinking adding in the .obj support. I've got a heap of all models I can now convert into .gmmod. Have you heard of wings 3d? http://www.wings3d.com/

have a look at it, you might get some ideas for features you can add. The main things I think its got that are really convenient are the the extrude feature where you can turn a flat face into a 3d prism and the intrude feature, how you can turn make a smaller duplicate face inside another. Its hard to explain so have a look :)
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#22 2d_games

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Posted 11 January 2009 - 12:44 AM

Perhaps you should make some tutorials. The videos help a bit but just watching how you very quickly made a model doesn't help as much as it could. I've been trying to figure out texture mapping but just going by your video, I can't get cubic mapping to work.

Also, how do the color buttons work? I've been trying to figure it out but to no avail. Yes I have read the documentation but it didn't explain every question I may have had.

Possible tutorials you can make:
Texture mapping.
Better explanation of the coloring buttons.
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#23 Kubanen

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Posted 11 January 2009 - 10:37 AM

Dang, this was such a cool program. i made a figure i gonna post soon.
but i got error

ERROR in
action number 1
of Step Event
for object obj_controller:

In script step:
In script step_controls:
In script mousepressleft_menu:
In script functions_model_code:
Error in code at line 50:
if (a=1 or a=2) and (b=1 or b=2) {

at position 23: Unknown variable b



and then the program closed :/

good work there anyway


/ kubanen
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#24 RamboFox

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Posted 13 January 2009 - 03:45 AM

This looks like a nice 3d model editor/creator.

Does this program allow poly-by-poly model creation? (As in, you create a polygon, then assign/drag it's vertices's to make up the model)

:(
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#25 IQbrew

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Posted 13 January 2009 - 04:07 AM

This looks like a nice 3d model editor/creator.

Does this program allow poly-by-poly model creation? (As in, you create a polygon, then assign/drag it's vertices's to make up the model)

:(

yeah, you make a square or whatever and convert it to triangles and click move vertex...

#26 Forever_Gaming

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Posted 14 January 2009 - 03:24 PM

how do i colour my things, and how do i add windows,lol...i need loads of windows( i made a skyscraper)


BTW, Yay first post in 7 months
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#27 Newly Discovered

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Posted 14 January 2009 - 07:39 PM

it looks like it's very well done, except it looks like it takes way too many steps to do a simple task. vertex editing is good, but not so much entirely vertex modeling.
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#28 Maarten Baert

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Posted 16 January 2009 - 08:34 PM

- rotating basic shapes: Because of a limitation in the GM model system this is not possible. Models don't support transformations.

- wings3D: I will have a look at it.

- error: Someone else had discovered that error already. It is fixed in the current version of Model Creator.

- poly-by-poly modeling: Yes, this is possible. This is why I made this program. I couldn't find any program that allows me to create polygons this way.

- color buttons: you can click the colored rectangle to change the color. Select something, then click the 'apply color' button to apply the color to the selected faces. It is not possible to change the color of basic shaptes (limitation in Game Maker, again). Basic shapes will always use the color set by draw_set_color (in your game).

- adding windows: I think the easiest way to add windows is to use a wall texture with a window (with alpha if you want transparent windows) and tile it on the wall.

Edited by matrebatre, 16 January 2009 - 08:35 PM.

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#29 tamper2

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Posted 21 January 2009 - 06:30 PM

Very good program, I didn't know such programs can be made with GM!
At the moment, I don't really need 3d models, or know how to... :P
But I think, that in the future, I will use this program, as it seems really nice and comfortable comparing to other programs I saw, and it 100% does models that will work on GM.
I'm rating this 5/5 for sure!
One of the best 3d programs made with GM (if not the only :P)

Congratulations!
Tamper ;)
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#30 kake_fisk

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Posted 21 January 2009 - 06:39 PM

Texturing only works on triangles.
But this is a really nice application, good work, this can replace anim8or.
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#31 2d_games

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Posted 24 January 2009 - 12:55 AM

Texturing only works on triangles.
But this is a really nice application, good work, this can replace anim8or.


Only on triangles...that would explain my troubles. ^_^
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#32 BBGaming

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Posted 24 January 2009 - 03:16 AM

Holy crap! Finally! Thank you!
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#33 sk8erace1

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Posted 24 January 2009 - 07:21 AM

WOW i remember the first version that you gave to me :) does this support multiple textures per model.. i would guess not due to game makers limitations anyways awesome work i have a few ideas you could probably add

-Lathe like in anim8or you can extrude a path around a center point which makes making vases and pots easier

-extrude would be very useful!

-resize faces uniformly

a few of these features would be really appreciated

very nice work!

by the way how do you get the vertexes from a model when loading the models o.0
been trying to figure this out for a while now, Thanks!

edit: btw magnet was kinda misleading thought it did something else XD

Edited by sk8erace1, 24 January 2009 - 07:38 AM.

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#34 brett14

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Posted 24 January 2009 - 07:49 AM

There is a way to "multitexture" - Well fake it anyways (I've used it before). Get all the textures you want onto your model and merge them into one bigger background (four 256x256 = one 512x512 with the 4 textures in it). Then U.V. map the textures correctly and you got 4 textures on one model... "sorta"...
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#35 sk8erace1

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Posted 24 January 2009 - 07:57 AM

er, I meant like bump mapping and stuff :)
would be cool i had an idea of coloring the texture with the bump map rather than at run time.. that would work i suppose

however U3D supports multiple textures o.0
well either way really great work hes done here
just stating a few ideas ;)

edit: OMG just noticed the re sizable grid this is what was missing in the first version Thank You!
I will now remake my plane with more precise detail :)

edit:
lol made a really quick pencil model to test the new program
Posted Image
oh and i found a bug when previewing the model you can only zoom in o.0
also do you think you can include an option for lighting control like the lighting is a little too powerful
being able to place lights in the model would be a great idea too

again thanks this app should come in very useful in the future

Edited by sk8erace1, 24 January 2009 - 09:39 AM.

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#36 Maarten Baert

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Posted 24 January 2009 - 05:30 PM

I uploaded a new version. The bugs are fixed now.

- Real multitexturing is not possible in GM. But you can generate textures (backgrounds) at game start, maybe it is possible that way.

- I am currently working on some kind of plugin system. This would allow me to add tools like extrude, revolution (=lathe?), subdivision, expressions, matrix transformation, ...

- 'resize faces uniformly': what do you mean? If you use the same values for x,y,z , the scaling is uniform.

- currently you can only turn lighting on or off. Why do you need less powerful lighting?

- "by the way how do you get the vertexes from a model when loading the models": do you mean the loading script? It is not that hard, the model file is almost identical to GML. It uses numbers instead of function names.

- Texture mapping is only possible for triangles because basic shapes don't support texture coordinates (only texture repeat). You should convert the basic shape to triangles first.
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#37 sk8erace1

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Posted 24 January 2009 - 09:59 PM

i noticed the scaling thing after I'de posted that anyways a plugin system would be great would you release it to public so that they could make their own plugins?

revolution/lathe think of it like an extrude around an axis you draw the outside shape then select lathe and it completes the shape so that it creates a vase or glass etc

an even further example would be if you had the extrude functionality u can lathe it yourself by extruding the face then using rotate for every (360/steps) so for instance 16 steps

extrude, rotate selected axis by 22.5 degrees, extrude again, rotate the next selected face by 22.5 degrees... etc
(btw the rotation is that relative or global angle? I'm pretty sure its relative considering 180 degrees flips the object)

anyways if it was possible for me to create the plugin i would gladly make a lathe tool or if you would rather write one yourself thats fine too

about the loading script I'm trying to get the vertexes from a GM Model file so that i can use those positions for something I'm making like for instance like you said in the manual "drawing the icons is not an original function of game maker" exactly so i was wondering how you get the positions of the vertexes to even draw at
if it helps I'm trying to create a sort of model collision

edit: sweet subdivision would be nice as well!

and about the lighting you could create scenes inside the editor for showing off the rendered image 'test model' and it would be nie to get the effect your looking for
also whats 'projection mapping' is that just basically saying it unwraps the model based on its projection?

if you were to make a plugin system what language would it be in if it were released to public

btw what does this mean exactly?
"- Uses my calculator DLL for all user input (you can use expressions)"
does that mean i can input 360/16 into like the rotation fields
another suggestion would be a 'copy to all' button so you dont have to input the same value over and over if u wanted to rotate all axises the same though its not a big problem it would be nice

another thing just to make sure would loops be available in this plugin system
loops would be necessary in the plugin system in order to make lathe :0

Edited by sk8erace1, 25 January 2009 - 01:17 AM.

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#38 kake_fisk

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Posted 24 January 2009 - 10:15 PM

Only on triangles...that would explain my troubles.

You can convert your other shapes to triangles before texturing or flipping faces.

And is it possible to add a point that you can connect to the other vertex point (or something like that)?
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#39 xGamerZx

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Posted 29 January 2009 - 11:22 AM

This is... awesome! I never really took the time to learn how to use the 'professional' modeling tools properly, and so I just never really got into 3D... but this simplifies things by so much compared to other tools! You should make your own forums for this (I don't mean this thread, I mean using something like InvisionFree), so others can post their own methods, models made from it, and other things. I bet it would be pretty popular.

Just a quick question- Is it possible to merge the objects, so I don't have to edit the texture to make it look like there's one texture wrapping around the whole thing? I know that the built-in shapes (block, cylinder, ellipsoid, etc) are treated as separate objects, but when I convert them to triangles they are still not treated as being part of the main part of the model.

Edited by xGamerZx, 29 January 2009 - 07:45 PM.

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#40 Maarten Baert

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Posted 30 January 2009 - 07:41 PM

- The plug-in system will use GML. I don't know yet whether the plug-in system will be public or not, because it is a security risk.

- There are some DLL's that can handle 3D collisions and can load GM models. Try to use one of these, it is a lot faster.

- Projection mapping projects the vertex coordinates on a plane and uses these coordinate for the texture coordinates.

- When you convert a basic shape to triangles, the triangles are identical to the other triangles in your model.

- I will try to make a 'replicator' plug-in that allows you to create multiple copies and translate/rotate them.

- "Uses my calculator DLL for all user input (you can use expressions)": this means you can use expressions in all input fields. For example:
360/7
sin(degtorad(48))
point_direction(1,2,3,4)
It supports all the math functions in GM.
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