M
mysticjim
Guest
Hello I have a rule whereby if I've been fruitlessly searching for a solution for more than a couple of hours, I bite the bullet and ask for help!
Just as a pre-text, this dude has asked the question before;
https://forum.yoyogames.com/index.php?threads/texturing-d3d_draw_block-multiple-textures.18518/
So, I want to draw really basic 3D shapes, we're talking cube and oblongs here, absolutely nothing clever there, and for the most part I have a handle on that. But they're going to be buildings, so I want different textures on each face of the block. I think it sounds exactly like what is being asked above.
3 possible solutions come out of the above thread, and here are my issues with each - I'm hoping some of you clever people can put me on the right track;
1) Externally model and texture, then import into Gamemaker.
One of the posters suggests using a combo of Sketchup and UV Mapper and then converting into d3d. This sounds like a sledgehammer to crack a nut. I really don't like Sketchup and UVMapper looks like something from the dawn of time. These obviously are personal prejudices and probably unreasonable.
I've gotten on slightly better using Model Creator for Gamemaker, but it's interface is a bit odd, it's documentation (I find) counter-intuitive and the only useful tutorial I've found on it is the Youtube series by DragoniteSpam, who - talented as he obviously is, talks too damn fast, skips fleetingly over all the bits I struggle with and he sounds like Kermit the Frog, which obviously annoys me even more. If he'd started by modelling and texturing a cube, then importing it, I'd be sorted, but he went and did a clock tower and the tutorial makes me lose the will to live. Again, these are personal prejudices and probably unreasonable.
2) Modelling and texturing within Gamemaker using
d3d_model_primitive_begin
d3d_model_vertex_texture
d3d_model_primitive_end
As suggested by one of the posters in the above thread. I think I could handle this with a few tangible examples and an idiots guide tutorial. The manual I found difficult, no screenshots and examples that I really couldn't put into context.
Something along the lines of 'this draws you a cube, and this slaps a texture on a specified face of that cube, the size of which you've specifically made to fit the face' would be awesome.
I could only find one video tutorial on this kind of thing, the presenter of which made Dragonitespam look like an Award Winning broadcaster!
3) Define all of the faces individually as walls/floors and texture accordingly. Now this I know how to do, but in the thread above it's described as being a very inefficient way of achieving the result I want. Is this really the case? Sadly, at present using that approach is looking more efficient than the fruitless searching and sitting through the above tutorials!
I appreciate this issue exists mostly due to my own ineptitude - but in my learning of 3D in GM I've breezed through 'here are basic shapes and here's how you colour them in with a single colour and texture' - but the nest logical steps seem to be missing and it jumps straight to, 'now decode the much more complicated bits of the manual on primitives with nothing to guide you' or 'learn to use a bunch of 3rd party software, a lot of which is undocumented.'
Just wondering if anyone can point me in the direction of something that explains / steps through either of the first two solutions above, well, clearly?
Just as a pre-text, this dude has asked the question before;
https://forum.yoyogames.com/index.php?threads/texturing-d3d_draw_block-multiple-textures.18518/
So, I want to draw really basic 3D shapes, we're talking cube and oblongs here, absolutely nothing clever there, and for the most part I have a handle on that. But they're going to be buildings, so I want different textures on each face of the block. I think it sounds exactly like what is being asked above.
3 possible solutions come out of the above thread, and here are my issues with each - I'm hoping some of you clever people can put me on the right track;
1) Externally model and texture, then import into Gamemaker.
One of the posters suggests using a combo of Sketchup and UV Mapper and then converting into d3d. This sounds like a sledgehammer to crack a nut. I really don't like Sketchup and UVMapper looks like something from the dawn of time. These obviously are personal prejudices and probably unreasonable.
I've gotten on slightly better using Model Creator for Gamemaker, but it's interface is a bit odd, it's documentation (I find) counter-intuitive and the only useful tutorial I've found on it is the Youtube series by DragoniteSpam, who - talented as he obviously is, talks too damn fast, skips fleetingly over all the bits I struggle with and he sounds like Kermit the Frog, which obviously annoys me even more. If he'd started by modelling and texturing a cube, then importing it, I'd be sorted, but he went and did a clock tower and the tutorial makes me lose the will to live. Again, these are personal prejudices and probably unreasonable.
2) Modelling and texturing within Gamemaker using
d3d_model_primitive_begin
d3d_model_vertex_texture
d3d_model_primitive_end
As suggested by one of the posters in the above thread. I think I could handle this with a few tangible examples and an idiots guide tutorial. The manual I found difficult, no screenshots and examples that I really couldn't put into context.
Something along the lines of 'this draws you a cube, and this slaps a texture on a specified face of that cube, the size of which you've specifically made to fit the face' would be awesome.
I could only find one video tutorial on this kind of thing, the presenter of which made Dragonitespam look like an Award Winning broadcaster!
3) Define all of the faces individually as walls/floors and texture accordingly. Now this I know how to do, but in the thread above it's described as being a very inefficient way of achieving the result I want. Is this really the case? Sadly, at present using that approach is looking more efficient than the fruitless searching and sitting through the above tutorials!
I appreciate this issue exists mostly due to my own ineptitude - but in my learning of 3D in GM I've breezed through 'here are basic shapes and here's how you colour them in with a single colour and texture' - but the nest logical steps seem to be missing and it jumps straight to, 'now decode the much more complicated bits of the manual on primitives with nothing to guide you' or 'learn to use a bunch of 3rd party software, a lot of which is undocumented.'
Just wondering if anyone can point me in the direction of something that explains / steps through either of the first two solutions above, well, clearly?