DamnNoHtml
Senior Member
Posts: 469
Threads: 34
Joined: Sep 2010
Reputation:
16
|
Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
Basically what the subject says. I know this topic has been repeated, but does anyone have a concrete date on when .3ds files will be compatible with the editor? This basically defines the exact time I can start working again so I really want to know if its going to be like tomorrow or 5 months from now.
Anyone from FG have a rough estimate on when? Sorry to post a topic that has been discussed previously as well.
Creator of Wake, Through the Portal, Insomnia, and Cycles What to do with HPL3....
|
|
09-12-2013, 05:58 PM |
|
ZyLogicX
Member
Posts: 245
Threads: 24
Joined: May 2011
Reputation:
6
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
Oh my lord, you're back!
As for the question: I think they are still gathering feedback concerning some script updates along with the update to use the AMFP assets on here: http://www.frictionalgames.com/forum/thread-22612.html.
|
|
09-12-2013, 09:08 PM |
|
Traggey
is mildly amused
Posts: 3,257
Threads: 74
Joined: Feb 2012
Reputation:
185
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
There will not be .3ds support, the max support added with AMFP is simply to make the 3D's max Autodesk collada format (DAE) work properly within amnesia, still .DAE and everything will still be done the same way, only difference is that you won't have scaling issues and you are able to export animations from max.
|
|
09-12-2013, 10:25 PM |
|
DamnNoHtml
Senior Member
Posts: 469
Threads: 34
Joined: Sep 2010
Reputation:
16
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
(09-12-2013, 10:25 PM)Traggey Wrote: There will not be .3ds support, the max support added with AMFP is simply to make the 3D's max Autodesk collada format (DAE) work properly within amnesia, still .DAE and everything will still be done the same way, only difference is that you won't have scaling issues and you are able to export animations from max.
Well that's a little disappointing, though its still workable. That also explains how the update allows the addition of the newer files from AMFP. Any idea on the updated functions release date?
Creator of Wake, Through the Portal, Insomnia, and Cycles What to do with HPL3....
|
|
09-12-2013, 10:34 PM |
|
Elven
Posting Freak
Posts: 862
Threads: 37
Joined: Aug 2011
Reputation:
26
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
I hope we can use AMFP assets ... Prob gotta return into development picture again, once new tools are out . Maybe it is obout time I try to do something what isn't buggy as hell .
|
|
09-13-2013, 12:00 AM |
|
Reminiscity
Member
Posts: 81
Threads: 16
Joined: Jan 2013
Reputation:
2
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
I'm dying to know when its gonna be released so I can use all the new assets. Can't work either. Some rough estimate would be nice. Like next week? or month from now? that would be a good enough answer.
Do you guys know if it's a good idea or not to copy/paste the assets that are usable and start building? My understanding is that they will release all the assets in a package and then we all need to place them in the same folder so we can use them in our mods without having to include all the models. Is that correct? In that case, if I copy/paste the assets that are usable from amfp folder into tdd folder then I need to know where to paste them so that the editor points to the correct folders when loading. So not a good idea right?
|
|
09-13-2013, 12:33 PM |
|
DamnNoHtml
Senior Member
Posts: 469
Threads: 34
Joined: Sep 2010
Reputation:
16
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
(09-13-2013, 12:33 PM)Reminiscity Wrote: I'm dying to know when its gonna be released so I can use all the new assets. Can't work either. Some rough estimate would be nice. Like next week? or month from now? that would be a good enough answer.
Do you guys know if it's a good idea or not to copy/paste the assets that are usable and start building? My understanding is that they will release all the assets in a package and then we all need to place them in the same folder so we can use them in our mods without having to include all the models. Is that correct? In that case, if I copy/paste the assets that are usable from amfp folder into tdd folder then I need to know where to paste them so that the editor points to the correct folders when loading. So not a good idea right?
You can't really use any of the assets right now anyway as the .dae files aren't even recognized. Unfortunately we have to wait.
Creator of Wake, Through the Portal, Insomnia, and Cycles What to do with HPL3....
|
|
09-13-2013, 06:47 PM |
|
Patrik
Frictional Games
Posts: 127
Threads: 3
Joined: Jun 2013
Reputation:
25
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
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.
|
|
09-14-2013, 10:34 AM |
|
Traggey
is mildly amused
Posts: 3,257
Threads: 74
Joined: Feb 2012
Reputation:
185
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
FBX?
Patrik, let me carry your children. Finally, a proper workflow.
|
|
09-14-2013, 11:39 AM |
|
Hardarm
Posting Freak
Posts: 891
Threads: 39
Joined: Apr 2011
Reputation:
43
|
RE: Definitive date for updated Level Editor / AMFP Assets / .3ds compatibility
(09-14-2013, 11:39 AM)Traggey Wrote: FBX?
Patrik, let me carry your children. Finally, a proper workflow.
OT: (warning aamfp spoilurz)
listen to boards of canada
(This post was last modified: 09-14-2013, 12:11 PM by Hardarm.)
|
|
09-14-2013, 12:11 PM |
|
|