Hello Guys !!
I'm here again to ask a (maybe) simple question.
when i'm load my .obj in Amin8or or Milkshape3D, the model is show like that:
<REMOVED>
But when i'm load the object in my GM Project, it appear mirrored, like that:
<REMOVED>
This is not a problem, but there's a way to "mirror" the model?
Detail: in this case, i have to invert the texture to work correctly.
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joaoneto
Member Since 22 Apr 2007Offline Last Active Mar 24 2010 06:26 PM
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Topics I've Started
There's A Way To Mirror An Model?
27 February 2010 - 11:18 PM
Dll Makers -> Great 3d Opportunity
18 February 2010 - 01:57 AM
Hello Guys !!
I'm here to show a tip about it.
There's an application builded by Master MagosX, who load, modify, etc... .MDX Models. Here.
The tool is in C++. If anyone try to convert this into a Wrapper or a DLL for the GM, imagine the posibilities !!
Loading animated MDX models from War3 into your GM games, this isn't awesome?
Thanks for the attention.
I'm here to show a tip about it.
There's an application builded by Master MagosX, who load, modify, etc... .MDX Models. Here.
The tool is in C++. If anyone try to convert this into a Wrapper or a DLL for the GM, imagine the posibilities !!
Loading animated MDX models from War3 into your GM games, this isn't awesome?
Thanks for the attention.
Md2 Animated Medieval Models
14 February 2010 - 08:58 PM
Hello Guys !!
I'm here at the first time to request some MD2 Models.
MD2 is the Quake 2 Models format. it's a lowpoly models, but works much better in GM.
I'm find some models in the APOCALIX 3D engine, but 4 models, 1 for a hero and 3 for monsters is a little less for a Medieval Game.
Tanks in Advice.
I'm here at the first time to request some MD2 Models.
MD2 is the Quake 2 Models format. it's a lowpoly models, but works much better in GM.
I'm find some models in the APOCALIX 3D engine, but 4 models, 1 for a hero and 3 for monsters is a little less for a Medieval Game.
Tanks in Advice.
Draw Npc To Always Facing A 3rd Person Camera
02 February 2010 - 10:08 AM
Hello Guys !!
I'm here again to learn more about 3D with you.
looking at this topic, Mr. Slayer 64 talks about Billboarding, using the code Below:
I'm trying to use some code like the code i'm using to draw the char:
My problem is:
1) How to draw other sprites, in your object places, and always facing the camera?
2) How to get Pitch and Yaw from my camera without change my actual calcs?
Thanks in advance.
I'm here again to learn more about 3D with you.
looking at this topic, Mr. Slayer 64 talks about Billboarding, using the code Below:
d3d_transform_set_rotation_y(objCamera.pitch); d3d_transform_add_rotation_z(objCamera.yaw); d3d_draw_floor(-8,-8,0,8,8,0,sprite_get_texture(sprite_index,image_index),1,1); d3d_transform_set_identity();Reading the 3rd tutorial from this post, I see a method to calculate Pitch and Yaw, like above:
//Pitch: zt=z+sin(zdirection*pi/180); //Yaw: xt=x+cos(direction*pi/180); yt=y-sin(direction*pi/180);I understand this calcs reference the Xto/Yto/Zto for the Camera, but my camera draw is much diferent from this:
with(objTarget){
global.CameraXfrom = x+cos(degtorad(global.CameraDirection))*120;
global.CameraYfrom = (y-sin(degtorad(global.CameraDirection))*120)+obj_Camera.CameraZoom;
global.CameraZfrom = ((z+128)-global.CameraRotate)+obj_Camera.CameraZoom;
global.CameraXto = x;
global.CameraYto = y;
global.CameraZto = z;
}
xfrom = global.CameraXfrom;
yfrom = global.CameraYfrom;
zfrom = global.CameraZfrom;
d3d_set_projection_ext(xfrom,yfrom,zfrom,
global.CameraXto,global.CameraYto,global.Came
raZto, 0,0,1,45,1.33,10,32000);And to take the mouse position in 3D world(from a previous post) I use this:with(obj_Camera){
x = xfrom;
y = yfrom;
z = zfrom;
}
ConvertPrepare(xfrom,yfrom,zfrom,
global.CameraXto,global.CameraYto,global.Came
raZto,0,0,1,45,1.33);
Convert2d(mouse_x, mouse_y,xfrom, yfrom, zfrom, 0);at the moment, all of this stuff works perfectly for me, but now i need to draw monsters and NPCs.I'm trying to use some code like the code i'm using to draw the char:
d3d_transform_set_identity(); d3d_transform_add_rotation_x( point_direction(0,global.CameraZto, point_distance(global.CameraXto,global.CameraYto,global.Camer aXfrom,global.CameraYfrom) ,global.CameraZfrom)); d3d_transform_add_rotation_z(point_direction(global.CameraXto,global.CameraYto,global.Camer aXfrom,global.CameraYfrom)+90); d3d_transform_add_translation(x,y,z) d3d_draw_wall(10,z+2,15,-10,z+2,-3,sprite_get_texture(sprSombra,0),1,1); d3d_draw_wall((10),(z+2),(15),(-10),(z+2),(-3),sprite_get_texture(sprChar,image_index),1,1); d3d_transform_set_identity();In the case above, the char always on the center of the camera projection.
My problem is:
1) How to draw other sprites, in your object places, and always facing the camera?
2) How to get Pitch and Yaw from my camera without change my actual calcs?
Thanks in advance.
Mouse Point In 3d World, How To Calculate?
29 January 2010 - 08:35 PM
Hello Guys !!
My next question looks like simple, but for me isn't.
looking the shot below:

With the cursor_sprite command, the hand never in the position of the real mouse pointer.
I'm tried various examples, like that, and no one works.
I'm tried to using calcs like above using the Click to create a object, but my calc only works in the horizontal, never in the vertical.
The Problem:
How to calculate the mouse in the 3D world, to make mouse movement like Wow or other online 3D game?
My next question looks like simple, but for me isn't.
looking the shot below:

With the cursor_sprite command, the hand never in the position of the real mouse pointer.
I'm tried various examples, like that, and no one works.
I'm tried to using calcs like above using the Click to create a object, but my calc only works in the horizontal, never in the vertical.
The Problem:
How to calculate the mouse in the 3D world, to make mouse movement like Wow or other online 3D game?
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