flyingsaucerinvasion
Member
Hi. I have a quick question. Have you implemented line collisions with your octrees?
As in raycasting? Indeed, that's supported! The bullet holes in this gif are calculated using raycasting from the player in the direction of the camera.Hi. I have a quick question. Have you implemented line collisions with your octrees?
I'll probably make a half-assed port using the existing 1.4 version that will be able to import the latest format, but will probs not support the latest additions like nodes and lightsJust a quick question for the sake of clarity.
Will there be a GMS 1.4 compatible version of the latest update at some point in time?
If not I guess it's about time for me to get my ass over to GMS 2 soon xD
I believe I'll need a Mac to export for Mac OS, so that's unfortunately a no-go!@TheSnidr The SMF model tool is great! Would you be so kind to make a Mac OS build?
Correct. You need a mac computer networked to whichever computer is running GMS before you can create a mac version.I believe I'll need a Mac to export for Mac OS, so that's unfortunately a no-go!
...does anyone remember that episode were Homer walks into Lisa's room and she was finishing a highly scientific project... and Homer couldn't catch onto her intelligence...?Correct. You need a mac computer networked to whichever computer is running GMS before you can create a mac version.
..I swear this system is getting better and better every time I see it. This is going to see a lot of use from me.EDIT:
Added cone lights:
That is so incredible. There's no such thing as overkill, please, add those shadows if you can!As in raycasting? Indeed, that's supported! The bullet holes in this gif are calculated using raycasting from the player in the direction of the camera.
I've also added a custom lighting system:
I'm playing with the idea of adding shadow mapping as well... Though that may be a bit overkill.
The next version will be available in the following days.
...hmmm...That is so incredible. There's no such thing as overkill, please, add those shadows if you can!
Help me Snidr-wan kenobi, you're my only hope... for making amazing 3D games in GMS 1.4!
Did Christmas come early this year? :'D...hmmm...
hmm.....
As long as we don't get a parallel functions or we make a DLL to work with those completely we have no chance to compete much. Parallel functions would be useful for both 2D and 3D tho...Look out Unity, ya might have a new challenger comin' up the mountain now!
Now I would imagine there would be problematic situations that could cause this to not be as possible as I made it sound, I feel the need to fix up my claim so it doesn't come off as too "expecting".; If anything, I meant this more so on the side of that this could play a notibly lesser powered alternative to somethin' like Unity, but with Unity bein' as powerful as it already is, it'd be EXTREMELY DIFFICULT to even be able to equally pair up to the same level as it already is. Be that as it may, I imagine you probably understood where I'm comin' from, so nothin' snarky or arrogant here!As long as we don't get a parallel functions or we make a DLL to work with those completely we have no chance to compete much. Parallel functions would be useful for both 2D and 3D tho...
Y'know, this is a good thing to bring up, I know GamingEngineer and plenty other would like to know about this as it could help them do conversions if they wanted to on older projects. Not a demand, but I can see this as useful for so many that play in GM's 3D.nice! doesn't really work with the old models does it? we gotta figure something with the team I guess. nice work with the materials however..
Haha, don't think there'll ever be VR support xD I just want to make 3D more accessible in Gamemaker!First of all; Geez man, next thing we see, I swear if it is, is VR support or some sorta ultra-advanced functionality in the next series of update! I'll be genuinely shocked if this actually happens!
Now then, when it comes to the things like lights, shadows, outlines and etc, I would imagine that you're usin' shaders, as I did see that you used shaders for the models in your format. Personally, I find that a tad weird, but then I could also be havin' a misunderstandin' about the models' management in your tool's format. It's a shame that there isn't some sort of DnD Shader Event system like how GM has been used by many to learn how to get into the actual programming of it. Nonetheless, this is great, I think I speak for everyone when I say; "I'd love to see higher quality models bein' used/made in the modeling tool!" With the use of the Samus(SSB4) model you imported, looks like it's possible!
Look out Unity, ya might have a new challenger comin' up the mountain now!
Do you have a lot that needs to be converted? Give me your SMF version number and I'll see what I can do. If you use a version from before I started numbering them, just send me the entire import script (smf_model_load).nice! doesn't really work with the old models does it? we gotta figure something with the team I guess. nice work with the materials however.
As long as we don't get a parallel functions or we make a DLL to work with those completely we have no chance to compete much. Parallel functions would be useful for both 2D and 3D tho...
Thanks! I'm playing with the idea I started working on this tool because I wanted to make a 3D game but didn't have the tools for it...The new demos are very impressive. I'd wish you'd make a game TheSnidr, with all these skills ;-)
On our end it's not too big of a deal. My partners had a need to not use multiple model formats and some extra needs regarding the model itself could not be so simply satisfied. which involved colours, multiple texture file handling and no collision model in favour of using our own, and have signification regarding that in the model file itself. and Label based lods. the bigger problem came with some of the still in progress models when we tried to load the sources back in to continue work. And separate animation files to work with so we can update them or add to them without disturbing the existing ones.Do you have a lot that needs to be converted? Give me your SMF version number and I'll see what I can do. If you use a version from before I started numbering them, just send me the entire import script (smf_model_load).
Lol yea, VR is quite the long shot, but paths could cross with that world some day.Haha, don't think there'll ever be VR support xD I just want to make 3D more accessible in Gamemaker!
How is using shaders weird? Shaders are amazing, and allow you to draw beautiful effects. Shaders are what makes animation possible. You don't have to know any shader language to use the shaders that come with the SMF system. Simply play with the material sliders in the model tool, import the model into your game and draw it, and it'll draw using the material you made in the model tool. If you want to get advanced you can of course play with the shaders themselves, but you absolutely don't have to
How do you mean? If you have a model with multiple layers and multiple textures, you can combine the layers that use the same material at runtime. This also puts their textures onto texture pages, reducing the number of texture swaps.Is there a way to combine models at runtime? If not is that something that could be created?
Shaders are two programs that work together on the GPU. The vertex shader lets you manipulate vertices and decide what information is passed on to the fragment shader, which lets you manipulate the individual pixels. They let you create so much awesome stuffLol yea, VR is quite the long shot, but paths could cross with that world some day.
Love the fact you made this for everyone's sake, easier accessibility to GMS1.4's and GMS2's 3D fields, this is the kind of work that any design tool really deserves! Ah, poor wording on my end perhaps or my lack of understandin' shader's capabilities, how I meant what I mentioned before was along the lines that I found it odd that the model's animations would use shaders, not there's anything wrong with that, but then you say that they normally use shaders to execute the animations, which I never knew or heard of prior. So lack of awareness on that bit, no biggie, I now know!
So you mean that the model's use their own light then? I mean, I WANT to see a horror game made with these tools, so I brought the question up for the reason that would be; In the Level Editor, are you able to place just normal ol' light, point, cone, sun, ambient, ray, etc, whatever shape the light source is, can they be placed ANYWHERE in the constructed level? Silly to ask, perhaps, just occurred to be as I seen the gif of the bump mapped rock block with the red light emitting on to it.
EDIT: I recall is bein' mentioned that you can import .obj models, is this possible to do and use in the Level Editor too?
The latter, combining multiple models into one. Ideally i would like to try chunking by combing a bunch of models together based on what's needed to reduce draw calls. Since it's chunked, it is created and destroyed dynamically.How do you mean? If you have a model with multiple layers and multiple textures, you can combine the layers that use the same material at runtime. This also puts their textures onto texture pages, reducing the number of texture swaps.
If you mean loading multiple models and combining them to one, that's something that should be easier to do in a modelling program.
The SMF format is built around the model tool, and as it is right now you can't create or modify models on the fly. This might be something I could add though!The latter, combining multiple models into one. Ideally i would like to try chunking by combing a bunch of models together based on what's needed to reduce draw calls. Since it's chunked, it is created and destroyed dynamically.
My project is a civilization type game, so being able to do that for groups of game tiles is the last thing i need to change it from 2d to 3d. Otherwise i need a lot of different objects drawing single or multiple tiles which is huge performance drop.
That's something that probably only true under windows Deferred rendering was used since PS2 (and on it). This is a problem with GLSL lagging behind in favour of phones and HTML5. it would be pretty cool to have GL with multiple render targets.I imagine that requires deferred rendering, which this system doesn't support! Deferred rendering is harder to get working for multiple platforms, you'll usually be locked to Windows. Both forward and deferred rendering have their perks and drawbacks, and since I've chosen forward, effects like thattwill probs not be supported.
mynameisjef..... did I miss anything?.
In the discussion of lighting, I've always liked the texturing and lighting that Rayman 2 the great escape used, imo it still holds up even now. I have no idea how it works.I imagine that requires deferred rendering, which this system doesn't support! Deferred rendering is harder to get working for multiple platforms, you'll usually be locked to Windows. Both forward and deferred rendering have their perks and drawbacks, and since I've chosen forward, effects like that will probs not be supported.
...hi poly is a little awkward to tackle with the available tool palette ...I findBeen following your tutorial for a few hours now.
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But struggling to make this work.
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The image looks pretty much like I feel right about now
Is there anything special I should know that I am missing? Am I working with the wrong scale model possibly? I have tried a few different scales with varying results, but just not having much luck.
Hah, are you making a contortionist by any chance?Been following your tutorial for a few hours now.
But struggling to make this work.
The image looks pretty much like I feel right about now
Is there anything special I should know that I am missing? Am I working with the wrong scale model possibly? I have tried a few different scales with varying results, but just not having much luck.
Hmm, it works for me... but that's not the answer you want xDLooks like I am making a zombie clone - LOL
This is the model here - https://www.dropbox.com/s/zwk5k9915z6zd1q/human.obj?dl=0
Awesome work you are doing, BTW
If you make a gm 1.4 port with such light effects that, you will be remembered in prayers of full asses who still use 1.4 . It would be the greatest thing ever happened to the half assed programmers who are waiting for a humble bundle of gm 2.0 for $15.I'll probably make a half-assed port using the existing 1.4 version that will be able to import the latest format, but will probs not support the latest additions like nodes and lights
EDIT:
Added cone lights: