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stephan360

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Posts posted by stephan360

  1. - .max is the native format 3D studio max uses (use this when working with 3dsmax)

    - .max file is sort of an description of how max builds the scene, not a traditional 3d format like .3ds or .obj that contain pure vertex,animation, etc data.That's why it's almost impossible to import .max files into other programs (like for example you can't import .max into UU3d, ..but you can export UU3d from max )

    -- autodesk now encourages the use of FBX format for transportation across different apps

    - There is a plug-in for 3dsmax so you can export/import in UU3D format, which will come real useful when things don't work the regular way or for a nice max <-> uu3d <-> other-formats workflow

     

    thanks bro, very informative.

  2. Hello, i am stuck on exporting a studio max file .max, it has no animations it is a model that is textured and rendered in 3ds max. I have uu3d but i have not found a plug in for .max extensions just the .3ds. Is there a .max plug in? Or what about saving my .max in autodesk to .3ds then exporting it and converting the .3ds to .gmf via uu3d or leadwerks tools. I am new to auto desk so i am unfamiliar with the differences of file formats and compatibility between the .max and .3ds, why does 3ds max have so many file formats im guessing they are for different uses? I have found this tool but it does not specify if it is for the .3ds or .max extension. http://www.leadwerks.com/werkspace/files/file/210-tools-for-3ds-max/

  3. I agree with this, but interestingly enough you are putting your chips on Lua being the way to help solve this. I don't know where you got that idea that another language will make this change, but I'd venture to say it won't. People want a structure to follow and they don't really care what language they do it in (well some do). You have to provide a basic structure for how games will be written in LE to get games made (at a general level as there will be exceptions). All these other engines provide this, which leads to programmers wanting to invest their time in making libraries that support this structure and so people who have the determination to finish a game use these libraries to actually make a game. An indie person just can't be expected to write all the pieces that go into a game from scratch (again, the majority of indie ppl).

     

    Every game engine has a well defined game structure defined for people to use and extend. That's what makes it a game engine and not just a graphics library. Your fear might be that you don't want to make a FPS Creator but the fact of the matter is if you want to be seen as a game engine and not just a graphics library you are going to have to define some kind of structure that people use and not just a language.

     

     

    "If you build it,they will come."we need a structure, guidelines to see the light at the end of the tunnel. Seriously pointing to one universal language is a step in the right direction. As of now new people are starting to design games in leadwerks and don't have any clue on which language to use. Questions that come to mind not being a experience programmer was doing research on the forums and really came down to which language has more support topics to help us learn. Sunburn is an extremely successful engine for indie developers on xbox350 and it uses xna and c#. I think i heard something about c++ with direct x but mostly xna.

  4. Once any third party gets involved, the user experience is out of my control. Probably 95% of the potential market for software like this won't accept or understand the need for a third party compiler. Even if they do go for it, coding tools are almost always very difficult to set up and poorly supported. That causes a lot of conflict when I am trying to make a system that's easy to use. A lot of people come here with no coding experience at all, see they have to install Visual Studio, and that's the end of it for them. My guess is that describes maybe 95% of the people who might be interested in designing games.

     

    that statement couldn't be any more true, josh. I come from not only no coding background but also no 3d modeling either. The 3d modeling anyone can watch a few you tube videos and pick up the user interface of 3ds max pretty easily with trial and error. I am in school for software engineering and taken my first programming class this semester i finally can read code and write simple programs. But for the longest time i have avoided it, even though game design and playing video games has been a huge hobby i have wanted to get into. I always ran from purchasing game engines with lots of coding involved i know all of them require it but some are more accommodating than others.

     

    If you look at the success of other engines you will see the simplicity in using them for new users. Or a ton of community support with lots of tutorials like the unreal engine 3. There are several 10 hour dvds that any beginner can purchase and follow to write a game from start to finish. I think that is what leadwerks needs, a friendlier user interface for LE3 or more support videos for new people. I think this will help leadwerks grow, we will see more games being produce from start to finish and will reduce the amount of repeated questions in the community forums. Sometimes i feel stupid in there cause im asking such basic questions and i know the same question has been asked millions of times.

     

    This is my perspective from someone new to everything in game design, except for playing them of course.

  5. here's the file......or not when i get done attaching it it doesn't show up but sais i used 24.18k. So im not going to worry about it right now just going to keep modeling i was hoping to start getting familiar with the importing but ill worry about it later. Thanks for the info though guys.

  6. So i have used the tool 3ds to gmf exporter found in the sdk. I have filed the model to sdk/entities/newfolder/saphirebridge. Saphire bridge is the model i am trying to load into the editor. The only thing that shows up in the editor is a node with the name when i drag and drop into the scene. Also in the model viewer it just shows a grey screen but said 26,000 triangles. It has a 3ds phy file, gmf file and a lua, do i need to program anything in lua to compete the model to gmf format?

  7. thank you for that, i beleive there is a bug with the sketch up plugin. i easily got the 2 light wave and gmf leadwerks plug in installed with no issues. with google sketch up i get an error box "there was an error loading the plug in."

  8. I just got my version of uu3d pro and im trying to install a few plugins. i download the plug in zip folder and then i have tried two different ways to get the file into the program.

     

    1. extract zip to desktop, then drag and drop into UU3D application.

     

    2. extract zip file directly into the UU3D application.

     

    It doesnt show up under plugins inside the app and still wont open skp format. (Google sketch Up).

  9. ok deleted the demo and it seems all opens up perfect. One question about frames per second. In the demo i was running about 160-200 now in the engine i start at 59fps. If i run the game it goes to about 90fps is this normal. I know it is different for everyone depending on hardware specs but is there anything i need to do to improve this? I just ask because starting at 59 just adding terrain and a few objects i see large decreases. thanks

  10. Looks like i have the engine up and running. How many desktop Icons are there because i have several and only three of the open which are the Editor, script editor and leadwerks.

     

    When I try to open model viewer, project wizard and material editor they don't open and send a txt file onto my desktop with error messages. I am trying the updater again to see it it fills in the files that i need for these icons to work. Any other tips?

    post-3081-0-01510400-1310861357_thumb.jpg

  11. Thanks for everyones responses and i am in no way discouraged that leadwerks doesnt have a page full of games published. Its just a matter of time. Im purchasing it when i wake up from may nap i worked grave yard last night so a wee bit sleepy. Thanks again and i look forward to chatting with you in the future.

  12. Leadwerks Engine 3 is being coded in C++. As far as I know it is impossible for Leadwerks Engine to run on XBLA because they do not support C++ programing.

     

    Ok so with xbox out of the question and engine 3.0 being written in C++, what will be my most likely targeted platform? Or if i am shooting to create a commercial game what are my options for sales only computer Pc & mac?

     

    Where are most of the community publishing their creations?

  13. Hello, i am fairly new to the whole game development and previously made the mistake of purchasing a sunburn 2.0 engine. there is nothing wrong with that particular engine it just is pretty complex and not new user friendly. Coding is minimal i have purchased a few books of C#, C++ and XNA. Also starting a intro to computer science in august which should introduce me to some basics. Anyways i just have a few questions before i purchase a game engine again i dont want to purchase something that will just end up being another desktop icon i dont know how to use.

     

    I wanna start out by saying I am very impressed with this community and how much everyone participates to improve Leadwerks. I must say it is very refreshing to have tutorials and tons of discussion boards that have answered many of my questions and will continue to help me.

     

    My questions are,

     

    If i have an Indie Game developement subscription through microsoft and i code my game in c# or XNA is there anything from stopping me from publishing through Indie Arcade or XBLA? I have seen a few topics that leadwerks is working on console portability? I also read a topic where it is not possible due to not having a developers licensed through Microsoft but i am curious if that is only for a shippable hard disk (cd game to place in console). Or can i still develop downloadable Indie games and publish to xbox live?

     

    My second question is about animation, character rigging and motion capture. I see that leadwerks has a built in animation studio. Does this animation suite also provide rigging of the characters? This seems like a dumb question to ask but i also wanted a opinion on project Messiah. I see it is almost at another price raise and its auto rigging is very appealing to someone who is also new to animation. http://www.projectmessiah.com/x6/index.html

     

    Motion capture, i know this is not the same as animation but is it? Ok so that was confusing but what i really meant is in a video game when you program your game character for different stances, can that be done through animation or is it motion capture? Lets say my guy is programmed when i hit w on the keyboard he lays down in the prone position. Also does anyone have any experience with the kinect motion capture software from ipi. This seems pretty appealing since most major studios charge thousands of dollars per seconds of motion capture, and i already own a xbox360 and kinect sensor.

    http://www.ipisoft.com/products.php

     

    As far as i can tell 3D-coat is an excellent modeling program. I have tried Zbrush which was unique but wasnt as user friendly as coat. at least for me. Also i cant afford any of the max,maya except for student additions i qualify but cant use for commercial games. Any other 3d applications i should look into (not blender) ? Also 3d coat has a plug in for messiah very flawless to export rig and animate.

     

    And i guess my last question would to be if someone could please post all of the file types that leadwerks supports as far as importing and exporting audio, animation, motion capture,sound,meshes? ect.

     

    If there are any paid training available can you link me to where i can find it? What i mean is if there are any videos for purchase on using leadwerks,3dworld studio ect. Thank you very much!

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