Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +--- Thread: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility (/thread-23058.html) |
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - PutraenusAlivius - 09-15-2013 (09-15-2013, 06:29 AM)Your Computer Wrote: If FBX is going to be supported, even if 3DSMax was used as a reference, we might be able to do something with Blender's FBX exporter. (If only this was more than wishful thinking!) Hopefully, something useful can be managed. I have an idea. Why not rig it in Blender, export it, then import it in 3DS Max/Maya? Doesn't that make the Blender skeleton became Maya/Max armatures? RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Your Computer - 09-15-2013 (09-15-2013, 06:45 AM)JustAnotherPlayer Wrote: I have an idea. Why not rig it in Blender, export it, then import it in 3DS Max/Maya? Doesn't that make the Blender skeleton became Maya/Max armatures? That's what i've been doing this whole time, and, yeah, i can get it to animate, but the animations still fail when imported into HPL2 (i.e. the mesh implodes in on itself). Even rigs that were created in Maya and exported from Maya into HPL2 have issues. This tells me that it's not necessarily the 3D modeling program's fault and that the current HPL2 engine's COLLADA support is outdated. The only animations i've gotten to work were those not related to armatures. I can only hope that the version of 3DSMax that TCR used is a pretty recent version and that the HPL2 engine was updated to where i can "export and forget." RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Reminiscity - 09-22-2013 No date yet? RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - DamnNoHtml - 09-22-2013 Nah, trust me you'll see the topic wherever it is when it happens. I've been refreshing this forum every 20 minutes for the past week. RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Reminiscity - 09-22-2013 (09-22-2013, 08:23 PM)Robosprog Wrote:(09-22-2013, 08:21 PM)DamnNoHtml Wrote: Nah, trust me you'll see the topic wherever it is when it happens. I've been refreshing this forum every 20 minutes for the past week. Haha me too. The F5 button is getting worn out. My girlfriend thinks I'm insane.... and maybe I am xD RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Gilligan's Hell - 09-22-2013 (09-14-2013, 12:58 PM)Traggey Wrote:I think the Unity 3D Community will disagree.(09-14-2013, 12:43 PM)JustAnotherPlayer Wrote:(09-14-2013, 10:34 AM)Patrik Wrote: DAE and FBX files from 3D Max will be supported. There's still a bit of testing to be done so that we can make sure the new script stuff doesn't mess up old levels/saves, but it really shouldn't be long at all. We know you're waiting. RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Gilligan's Hell - 09-22-2013 (09-22-2013, 09:25 PM)Robosprog Wrote:I Thought the Havok Physics, UDK and CryEngine were.(09-22-2013, 09:16 PM)jeVonns Wrote:(09-14-2013, 12:58 PM)Traggey Wrote:I think the Unity 3D Community will disagree.(09-14-2013, 12:43 PM)JustAnotherPlayer Wrote:(09-14-2013, 10:34 AM)Patrik Wrote: DAE and FBX files from 3D Max will be supported. There's still a bit of testing to be done so that we can make sure the new script stuff doesn't mess up old levels/saves, but it really shouldn't be long at all. We know you're waiting. Unity is mostly indie. RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Gilligan's Hell - 09-22-2013 (09-22-2013, 09:49 PM)Robosprog Wrote:Exactly, Unity can be a good engine though, Anna, Haunted Memories and Slender The Arrival had good graphics.(09-22-2013, 09:45 PM)jeVonns Wrote:(09-22-2013, 09:25 PM)Robosprog Wrote:I Thought the Havok Physics, UDK and CryEngine were.(09-22-2013, 09:16 PM)jeVonns Wrote:(09-14-2013, 12:58 PM)Traggey Wrote: Because Blender is barely used in the industry.I think the Unity 3D Community will disagree. RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Gilligan's Hell - 09-22-2013 (09-22-2013, 09:59 PM)Robosprog Wrote:(09-22-2013, 09:56 PM)jeVonns Wrote:(09-22-2013, 09:49 PM)Robosprog Wrote:Exactly, Unity can be a good engine though, Anna, Haunted Memories and Slender The Arrival had good graphics.(09-22-2013, 09:45 PM)jeVonns Wrote:(09-22-2013, 09:25 PM)Robosprog Wrote: Because Unity is used for most major commercial releases, right?I Thought the Havok Physics, UDK and CryEngine were. Yet we have this and that's on Unity. Then we have UDK RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility - Alex Ros - 09-22-2013 There's nothing to discuss about the Unreal and Unity engines. Simply because you can't achieve anything nice at all with Unity Free, unless you will pay quite a fee and jump on to Unity Pro. On the contrary you have absolutely nothing to pay to work with a fully functional Unreal engine. Yes, of course, if you're going to make something commercial with Unreal you will have to pay the fee. But as for non-commercial indie start-up-show-yourself projects Unreal wins easily. No fee, fully functional engine with all of its abilities. Absolutely unlike Unity. |