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Master Editor 2


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#21 slayer 64

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Posted 11 November 2009 - 03:15 PM

Is there a limit to how many triangles can be in a model exported by Master Editor? When I edit the map from your Project K engine with more platforms and stuff and then resave is as the original map and try to run Project K, my changes aren't seen and some faces from the original map are even missing O_o

master editor ends and re starts the primitive at 903 vertexes. i'm not sure which is to blame, master editor or project K. i made a model with ~2000 triangles and project K loading everything. could you post the model you made?
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#22 Robert3DG+

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Posted 12 November 2009 - 02:58 AM

I would love to but I accidentally just saved over it in Master Editor 2 with a blank canvas ^_^

All I did was I took the test map that came with Project K, loaded it into Master Editor, added 3 4 triangle platforms, resaved the model as 'lol', put lol in the same folder as Project K and then changed the code in the ground object to load the 'lol' map.

When I ran P:K the new platforms I added weren't there and the triangles that make up the sides of the stairs disappeared along with some other triangles. When I loaded 'lol' back into Master Editor (Before I stupidly saved over it), all the triangles were there and flipped properly with no alpha levels so I see no reason why they wouldn't show when loaded in Project K.

I'll try to recreate the scenario if you have no clue what any of this means (I sure as hell don't, but to me it seems the model didn't save all the way even though the program said it did. Or maybe Master Editor freaks out when overwriting files?)

Edited by robert3dg, 12 November 2009 - 03:01 AM.

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#23 slayer 64

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Posted 12 November 2009 - 04:35 PM

update:
made code more efficient so there's less lag on those 500+ triangle models
hiding the color alpha window when your not using it can speed things up.
added create cone, cylinder, and ellipsoid functions.
can show or hide triangles
outlines are drawn on top of everything so you can see them better

robert3dg, you'll have to send me the model if that happens again, i can't re-create that problem.
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#24 Robert3DG+

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Posted 12 November 2009 - 09:51 PM

Haven't had the problem again, I think it was something with the old Master Editor.

Why is it that you need to save the model with the alpha thing in ME in order for the player to collide with it in PK?
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#25 Newly Discovered

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Posted 11 December 2009 - 08:37 AM

I wish this thing had an interface and easier controls...it's so hard to build anything!
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#26 PlasticineGuy

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Posted 11 December 2009 - 01:02 PM

1) can you give it the extention .d3d

Why? The extension for Direct3D models is .x. Don't believe me? Go install the DirectX SDK, make a file with the extension .x and double-click on it.

If I'm not mistaken Slayer 64 built this for his own uses.

Edited by PlasticineGuy, 11 December 2009 - 01:03 PM.

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#27 icuurd12b42

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Posted 11 December 2009 - 08:37 PM

1) can you give it the extention .d3d

Why? The extension for Direct3D models is .x. Don't believe me? Go install the DirectX SDK, make a file with the extension .x and double-click on it.

If I'm not mistaken Slayer 64 built this for his own uses.



The files <when I wrote the post> are GM models, not direct3d. .mod and .d3d is usually the ententions we use. GM models are not direct x models... Believe me I know what I am saying.
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#28 Endorel

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Posted 23 January 2010 - 01:07 AM

I made a model creator one time which was completely dependant on the input of numbers. There was no way to "click and move a vertex". But atleast it was better than making models using pure GML. I think that the appropriate combination of this and my old model editor would come to be a fine tool.

#29 mrcool1997

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Posted 12 February 2010 - 07:22 PM

Hi slayer...I know you and i am a big fan of mega block 2...But it seems you made more than a 3d game...You made master editor.
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#30 slayer 64

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Posted 13 February 2010 - 08:19 PM

update:
added more uv mapping features. move and scale the texture in the texture window. auto map, which takes what is seen in the uv window and lays it onto the selected triangles. windows can be resized. uses d3d_model_load_ext and mosaic light importer, so you should be able to load just about anything they can.
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#31 YellowAfterlife

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Posted 13 February 2010 - 08:25 PM

Hey,
You might also want to look at uv map point coordinate precision, when saving, since now it's about 0.01, which takes away some precision in modelling.
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#32 sub

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Posted 13 March 2010 - 01:27 AM

this is awesome slayer64 :D
..once i figure out how to use it properly.. it'll be even better!

my 3D noob review (being new to 3D)
it took about 5 mins to get the basics.. how it applies the textures is awesome! that will save so much time with making models :D

making a wall should be easier.. i tried making a triangle and turning it into a wall (following intructions?) but was then lost in a new sea of polygons! all i want to do is add one extra point opposite the diag corner (triangle now makes square!?)

if i have to click a certain point of the triangle that should be indicated.. it'll take me all day to figure this out now because i'm stupid. rah rah rah :)

also umm.. how do i make the wall, click the 4 corners and apply the texture? (i can set the area on the UV map but i can't get to make a darn wall/square)

oh yeah.. top proggy.. it got a place on my desktop in 5 minutes.. you should be virtually drunk on your own sense of power now you miscreant.

[EDIT]
umm.. what kind of crack is this UV mapper on? it's so freakin' hard to get it working.. it needs a precision alignment tool (hold a key and decrease mouse x,y,z change) also.. i move the triangles around and STILL CAN'T get the texture to coordinate properly? obviously 2 points of the triangle are the bottom and the 1 point is the 'top' (which seems to change its damn angle)

also.. making a new 'box' or whatever drops it at a pre-set x,y,z.. when i double click one of its points (to select it for moving) it now selects the object that was already in the same space.. (ok fine) so i move my object THEN make the box.. ok, finished (3 hours later after going crazy trying to figure out UV mapper, model is done..) ok, now my darn model seems to have screwed up its origin.. now i have to get GMmodelfix to fix that.. :medieval:

this model design tool is good (thanks for releasing it and stuff) ..i'll keep at it for a while, and i'm sure i will continue to yell at it for days to come, but it's got too many sharp edges and a lot of the time it's just aggrovating me to the point where i'm too frustrated to continue working.. there's no other way for me to develop my 3D work unless i hard-code all the models myself (which will be just as frustrating) i can't mod your 3d tool because lateral GM ****s itself and won't do it properly.. don't mind me.. just venting :lol:

Edited by sub, 15 March 2010 - 12:33 AM.

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#33 Robert3DG+

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Posted 24 March 2010 - 02:51 AM

Kinda sad this hasn't been updated recently. It was definitely one of the coolest things I've seen done in GM.
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#34 Grak

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Posted 29 March 2010 - 01:06 PM

That ball example game you posted that was created with this was really well made! I gotta try this out...
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#35 Lotias

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Posted 17 December 2010 - 09:17 PM

This is a very useful tool :lol:
It would be nice if there were a way to create a point anywhere on a selected triangle, if making a new triangle on the edge of another triangle worked when there is a triangle behind it, and if the controls were customizable.
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#36 Agamer

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Posted 15 November 2011 - 05:45 PM

This is cool, but it's a bit hard to use and there are a lot of bugs (e.g. resize the top of a window and drag above the top of the screen, and the window will keep stretching; the points and triangles on the uv window and color/alpha window keep flashing; the texture randomly messes up when the coordinates are moved). Holding down keys is a drag when trying to move points quickly and efficiently. (excuse the pun)

I made my own model designer (the digitizer; refer to my signature); it shows only two origins at a time (a 2d perspective), but it's relatively easy to build models with once you get the hang of it (and once you understand where all the tools are! :-\ It's a little disorganized; but it's still helpful).

Edited by Agamer, 18 November 2011 - 04:52 PM.

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#37 slayer 64

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Posted 30 April 2012 - 01:53 AM

i updated the files
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#38 mn_beta

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Posted 05 June 2012 - 05:02 AM

I am using Master editor as a platform for my bone editing and "paper" concept. Hopefully I can post an example soon. I also found out what happens when you rewrite a gex in a .dll =(
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#39 faissialoo

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Posted 15 July 2012 - 07:00 PM

This is epic!!!
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#40 RevenantGhost

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Posted 17 July 2012 - 05:09 PM

awesome
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