Hi,
I'm trying to read in data files from another game editor and create game assets from them. However, it is a slow process and I would like to convert these files into GM assets like rooms and sprites. Is there a function that allows you to save a dynamically created game asset such as a room, object, sprite, background, etc., so that it could be imported into GM:S as an existing game asset? If not, what is the minimum XML structure that is needed for GM:S to import an existing asset? Does it need all of the fields that I see in a saved asset or will it just initialize missing values to some acceptable default? If there is a minimal structure, where would I find documentation on it? Thanks.
James
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redspark
Member Since 18 Oct 2004Offline Last Active Apr 23 2013 04:19 PM
About Me
Dungeon Crawl Software is an indie game development company located on the east coast of Canada. It focuses on casual RPG and Adventure games.
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GM:Studio
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Topics I've Started
Saving Rooms in "Game"
15 February 2013 - 06:23 PM
Optimizing Textures with Baked Shadows
30 December 2012 - 01:35 PM
I'm using GM:S and working on an old school RPG style dungeon crawl in the same vain as Eye of the Beholder and Lands of Lore. Instead of creating the levels with GM commands, I decided to experiment with modelling the level in an external editor. I'm still learning how to model a level but I think it is coming along well enough. However, now that I'm at the stage of texturing, I'm trying to bake in a bit of Ambient Occlusion and/or static Shadows. In creating some of these baked textures, I'm realizing there is a lot of repeat in the textures. For instance, I have a base texture for my floor. Then I have a floor texture with a wall shadow in each direction and combination of directions. This is starting to add up to a lot of textures.
Then I thought I would slice the level model into each component pieces like a tileset to avoid repeats. This would mean only one model with one base texture and just redraw that model several times where it is needed just like the 2D tilesets. However, without surfaces to work with, I don't know if this is possible to dynamically apply the shadows by multiplying the base texture with a shadow map. I guess I could always use the shadow map as an alpha map as well and double draw the tile.
Anyway, my question is: How is it best to have optimal storage of textures and models but still have baked shadows?
Thanks.
Then I thought I would slice the level model into each component pieces like a tileset to avoid repeats. This would mean only one model with one base texture and just redraw that model several times where it is needed just like the 2D tilesets. However, without surfaces to work with, I don't know if this is possible to dynamically apply the shadows by multiplying the base texture with a shadow map. I guess I could always use the shadow map as an alpha map as well and double draw the tile.
Anyway, my question is: How is it best to have optimal storage of textures and models but still have baked shadows?
Thanks.
Surfaces in 3D
30 December 2012 - 01:15 PM
I haven't tried it yet but have surfaces been fixed for 3D in GM:S? I couldn't find a topic about it in this forum. Thanks.
Data structure Performance
24 October 2012 - 01:20 PM
I didn't notice this in the help file but what algorithms are used for Priority Queue and the Map data structures? Does anyone know their performance such as O(n)? Thanks.
Simple 3D Level Editor Recommendations
29 August 2012 - 02:51 PM
I'm working on a simple retro Eye of the Beholder style game except it is in 3D. So far, I've been using the usual GM room editor to hammer together what is needed to test certain features but now I would like to build a game level. I was thinking that a simple block and ramp editor would work. Basically, I'm looking for an editor that is grid based (or at least grid snapping), supports basic rotation and placement of 3d models, can import new models (OBJ files would be nice), multiple models to a single grid cell and can save in a format that GM can import easily. Grid passability would be nice but not necessary. I'm using GM Studio. So the editor can't require a DLL to load the level file.
I've looked through the 3D tools thread and can only find level editors that are either overkill (too free form) or ones that are no longer available but would have done the job. If there is nothing available, I will have to make my own but I don't like reinventing the wheel, if someone else has already done this.
Thanks.
I've looked through the 3D tools thread and can only find level editors that are either overkill (too free form) or ones that are no longer available but would have done the job. If there is nothing available, I will have to make my own but I don't like reinventing the wheel, if someone else has already done this.
Thanks.
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