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george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 23rd Apr 2017 18:32 Edited at: 23rd Apr 2017 20:34
@Green7: Hercules is great! I am facing some dificulties on seting up the animations. How can I determine the start and the end of each animation sequence? I am using the Ultimate Unwrap 3D and I am not experienced in using the AppGameKit 3D commands.
I didn't know how to scale Hercules so that it could fit in a 10x10 grid. I finally did it. I noticed that Hercules contains the idle and the walk animation but I don't know how to find the correct parameters for the AppGameKit animation commands and I don't know how to calculate the correct y-coordinate in order to place the foots of the character just above the x-z plane.
If I get over these issues then all the next work will be easier for me.

EDIT: I think that I've faced all issues using Ultimate Unwrap 3D and AGK.
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 27th Apr 2017 20:14
Hi,
My progress so far:

1. Getting familiar with the 3D command set of AGK
2. Implementation of functions for in game camera manipulation
3. Implementation of functions for player's control to move him around on the 3D grid
4. Made a pillar model to use and test it in game environment (I use Silo3D for modeling and Ultimate Unwrap3D for UV texturing)

Regarding the pillar model, I would prefer it flatten. Now it seems too much rounded. Any ideas? Can I flatten it via AppGameKit or via 3D modeling?

Here is the pillar in game


and here is in the viewer
Green7
13
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Joined: 23rd Nov 2005
Location: Switzerland
Posted: 2nd May 2017 08:40
Maybe you have to set the exporting options so it does not get smoothed, or you can work with smoothing groups? i do not know Silo3d... have to take a look.
blink0k
AGK Developer
Gold Codemaster
6
Years of Service
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 2nd May 2017 22:34 Edited at: 2nd May 2017 22:51
Try this;
Load the model in UU. Hit Ctrl+A. Select 3D Tools/Unweld Edges
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 3rd May 2017 11:18
@Green7: I took a look at Silo3D but there is no option for smoothing groups
@blink0k: It works. Thank you very much. This is the most smart tip in 3D I've learned in the last years
Here is the difference:
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 6th May 2017 22:08 Edited at: 6th May 2017 22:12
The progress of the development is slow but it goes on...
Here is the latest video:



a) I think I am done with the camera functions
b) Non-movable blocks and movable have been implemented
c) I experimented with light. I'll use the sunlight function on but not so bright. I'll use 4 - 5 point lights (4 in the corners map and one in the center)
d) Need to work on scenario. In this way I'll be able to find out how many and what kind of 3D model resources I'll need.
nz0
AGK Developer
11
Years of Service
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 6th May 2017 22:53
@cumquat I agree.
I had several projects stall completely due to artists.

Aiming for self sufficiency was my best path. If you can find a reliable artist, then great. It's all random, like hiring staff. Some work out, some don't.
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 6th May 2017 23:51
If coding will go OK then I'll spend time to build my own art or spend some money.
Maybe I'll need too much time to finish this project but If I manage to finish it in the way I want I am sure that I'll enjoy it
blink0k
AGK Developer
Gold Codemaster
6
Years of Service
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 7th May 2017 00:10
Great progress for your first time with 3D george. Well done!
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 7th May 2017 06:45
Thank you blink0k
Green7
13
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Joined: 23rd Nov 2005
Location: Switzerland
Posted: 7th May 2017 19:48
I see you need the push animation... I will put up a new animated character for you in the next days.
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 7th May 2017 22:29
Quote: "I see you need the push animation..."

Yes, I think it will help me to decide what models Hercules will push, since his arms will be in a certain height from the ground.
Thank you
Green7
13
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Joined: 23rd Nov 2005
Location: Switzerland
Posted: 17th May 2017 18:33
Got it. Had some unexpected problems to solve. Learned a lot...

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george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 17th May 2017 19:16
I am happy you 've learned a lot since I feel that I am the reason for that
Thanks for the new animation
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 17th May 2017 21:01 Edited at: 17th May 2017 21:14
I've built a simple 3D model viewer. I want to test all the models and their animations before using them in the main game.
So far I face difficulties exporting ".dae" files from Blender3D.
Although everything seems OK within Blender3D, I cannot load the model into the AppGameKit or the Ultimate Unwrap 3D correctly.
Try to load the "stone-wheel.dae" that comes with viewer to see what I mean.

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george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 17th May 2017 21:11
Hmmm... strange:
This is what Ultimate Unwrap loads from herc2.dae file:

Green7
13
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Joined: 23rd Nov 2005
Location: Switzerland
Posted: 17th May 2017 22:51 Edited at: 17th May 2017 22:52
stone-wheel.dae looks nearly ok to me, except that the stone is not centered on the wheel.
strange stuff with ultimate unwrap... i have to look at the model in 3ds. in agk it works fine.
blink0k
AGK Developer
Gold Codemaster
6
Years of Service
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 18th May 2017 00:18 Edited at: 18th May 2017 00:21
My experience is that UU is terrible at loading some 3D formats (.obj in my case). I had to load them into MeshLab and then export them to a format that UU could load (.x)
george++
12
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Joined: 13th May 2007
Location: Hellas
Posted: 18th May 2017 18:02
I tried to load the second version of Hercules using the following code:


It is strange to me that although the duration of the SECOND animation is valid, the AppGameKit displays a message when it tries to return the duration of the FIRST animation.

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