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Newcomers AppGameKit Corner / [SOLVED] dbo lvl from the fps-creator in the appgame kit.

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pavelman
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Posted: 19th Jun 2021 05:12
I read the forum, but I did not understand how to convert the level from the fps creator to a file for the app game kit format.
I want to make a beautiful dungeon, not a flat one.
GameGuru poorly suited for dungeons.
help please.
programming is a hobby, not a job.

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Loktofeit
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Posted: 19th Jun 2021 13:40
I'd be interested, too. I find FPS Creator really easy and intuitive. It would be great to be able to export or convert to something AppGameKit can use.
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"Stick to a single main loop (DO...LOOP) and loop through it every frame.
Do everything inside functions.
Use finite state machines to control your game.
Use lots and lots of source files.
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Posted: 19th Jun 2021 13:55 Edited at: 19th Jun 2021 14:05
Loktofeit
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Posted: 19th Jun 2021 17:50
Quote: "BOTR made an app for this a while back."


That's FPSC to GG, though.
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"Stick to a single main loop (DO...LOOP) and loop through it every frame.
Do everything inside functions.
Use finite state machines to control your game.
Use lots and lots of source files.
PartTimeCoder
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Posted: 19th Jun 2021 18:02
sure it produces a .fpe for GG but also It produces a .x file that can also be loaded into AppGameKit, its been a long time since I used it and as I remember there are some restrictions with textures and such but it can be used.
pavelman
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Posted: 21st Jun 2021 12:46 Edited at: 21st Jun 2021 14:39
and where does he save the map?
I only need the maze from the file dbo.
how to upload a app game kit .
I have not yet figured out the gg loader.

thanks plz.
programming is a hobby, not a job.
pavelman
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Posted: 21st Jun 2021 16:52 Edited at: 22nd Jun 2021 07:51
Thankyou very mгch.
I figured out the program.

I converted the file to x format. I even saved the textures. and I have no idea how to download them. at first, I changed their permission, but I realized that this is not enough. Please tell me how to multitextured a dungeon?



only load segments

programming is a hobby, not a job.

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smerf
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Posted: 1st Jul 2021 02:30 Edited at: 1st Jul 2021 02:54
I prefer to use blender. It's the only two ways I found that work good for me. You can either export each item one at a time keeping its origin at the center point and the objects will load in the correct position you must still manually texture them. Alternatively u can make a load script and a converter like I have. Only downside is instances if the same object don't stir rotation data and u must follow a workflow in blender using a naming policy. But it's definitely possible to export cameras lights objects and textures and load an entire scene fully set up with one command and a .x file.

https://www.dropbox.com/s/rlryvharr94opbx/RoaEngine.rar?dl=0

pavelman
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Posted: 2nd Sep 2021 08:51
new maze.
programming is a hobby, not a job.
Bored of the Rings
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Posted: 2nd Sep 2021 09:29
let me know if anyone is interested in a FPSC DBO level to AppGameKit (Studio and Classic) and I'll write one. Autowelder is for GG classic/MAX but it does produce X file / OBJ files, but usually uses DDS texure files instead of AppGameKit PNG. I can't recall if AppGameKit supports any other texture formats.
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Posted: 2nd Sep 2021 12:46
Hey @ BOTR, where can I get the AttoWelder nowdays, you was sending out email links for downloads but I purged my inbox and don't have any links?

its always handy to have iin the toolbox.

Quote: "let me know if anyone is interested in a FPSC DBO level to AppGameKit (Studio and Classic)"


Yes, sign me up

Quote: "but usually uses DDS texure files instead of AppGameKit PNG. I can't recall if AppGameKit supports any other texture formats."


No, AppGameKit does not support .DDS, I did write a batch converter, Ill dig it out,
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Bored of the Rings
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Posted: 2nd Sep 2021 14:12
This post has been marked by the post author as the answer.
@PartTimeCoder: Here is a new link for Autowelder. https://drive.google.com/file/d/1EfOQrvhFptJx1Q4YWNRx8Y34ZbFoETAm/view?usp=sharing

There is an additional DBO to X/OBJ converter, might help those who want to get any DBO model into AGK. Works with Animated/statis objects.

I will start work on a super duper version especially for AppGameKit that uses png files. I created a small creator to convert DDS to PNG, will have to dig that out.. I've lost interest in GG/GGMAX. Back to real proggin for me.
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Posted: 2nd Sep 2021 15:01
Thanks for the link, but Access Denied... story of my life lol

Looking forward to the AppGameKit version, this thing needs as many tools as we can make lol

Quote: "I've lost interest in GG/GGMAX"


Me to, many, many moons ago, I prefer to code things myself anyway I don't like all in one engines it feels like cheating, but I am first a programmer, and last a game designer, I prefer the back end technical stuff to actually making pretty game, I actually prefer to make applications and plugins than anything else, I'm not much of a gamer so that prolly explains that!
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Bored of the Rings
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Posted: 2nd Sep 2021 15:12
ah sorr yabout that, please try again, I removed the restriction, I always forget to do that.
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Posted: 2nd Sep 2021 17:41 Edited at: 2nd Sep 2021 17:45
Yup I got it, thanks.

Edit: Wow thats changed since I used it last, twas just a dialog before now its a full blown application, nice work

I am a bit tied up with jam game I'm working on but will be into this after for sure.
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Posted: 2nd Sep 2021 17:55 Edited at: 2nd Sep 2021 17:57
pavelman wrote: "I prefer to use blender. It's the only two ways I found that work good for me. "


Yes you are probably right as we need to take some kind of navmesh into account from blender this will be easy, but BOTR's tool is fantastic for making small parts of your map with FPSC segments and prefabs, sure this can be done in blender to but if a process can be simplified then why not, it would pay to load up the output in blender and optimise it a bit, FPSC does a good job but there are still hidden facees and double vertices here and there, when optimised use your tool to send it to agk ... thats my train of thought anyway.
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pavelman
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Posted: 6th Sep 2021 15:32
@PartTimeCoder
-I used FPSC classic
-made slicing of levels that are textured with one texture.
-created separate levels from pieces separately
-used your program.
-converted texture to png format
-loaded each piece of the maze with its own texture.
I used an example from the app game kit for collisions.

and just like that, I made a multi-texture maze example.
programming is a hobby, not a job.
Bored of the Rings
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Posted: 7th Sep 2021 17:34
still working on my app , temporary called AppGameKit Welder which will allow you port over FPSC levels, segments as objects. These will automatically be assigned to relevant PNG texture. GUI to be revamped/reworked at some point so will look different to Autowelder.
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Bored of the Rings
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Posted: 8th Sep 2021 10:00
AGK Welder dev still ongoing but there will be HUGE changes to the app for AGK. Here is a pic showing FPSC level using PNG images ready to export/import into AppGameKit classic/Studio
. Tons to come
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pavelman
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Posted: 9th Sep 2021 07:15
I appreciate your work
programming is a hobby, not a job.
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Posted: 11th Sep 2021 16:01
BOTR wrote: "AGK Welder dev still ongoing"


Looking good, there are some fantastic user tools springing up recently, I like this trend! lol
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pavelman
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Posted: 14th Sep 2021 07:35
@PartTimeCoder
if someone uses someone else's labor in their work, it is still a plus for the person whose labor is used.
programming is a hobby, not a job.
Bored of the Rings
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Posted: 14th Sep 2021 07:54
just some pics from AppGameKit Welder, AppGameKit Studio and Classic. It's getting there. I did some great effects with the lightmaps way back, I'll see if it's worth revisiting.




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Posted: 14th Sep 2021 17:25
Quote: "if someone uses someone else's labor in their work, it is still a plus for the person whose labor is used."


I agree, my claim to fame is, I once wrote a bunch of free plugins (Lua modules) for AutoplayMediaStudio (A long Long Time Ago), I was installing a printer driver one day and noticed one of my plugins was being used in the Epsom installer made with AMS, A MSI graphics driver package gave me the same thrill about a year later .. top level companies using my plugins found free in a forum post tells me its was worth the effort put into making those plugins.. even with no money involved just for personal satisfaction, it was worth it.

I just started downloading FPSC and the packs in readiness for this gem, last time I used this with AppGameKit I knew very little about the 3D system so did not get very far, this time round I am well better versed and actually quite looking forward to it ... just got 2 billion gigs to download first!
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pavelman
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Posted: 15th Sep 2021 18:24
@Bored of the Rings
It would be great to see it in dlc of AppGameKit.
programming is a hobby, not a job.
Bored of the Rings
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Posted: 15th Sep 2021 18:36
@pavelman: yes , I will see if it's possible to add to DLC for AGK.
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chafari
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Posted: 17th Sep 2021 22:39 Edited at: 17th Sep 2021 22:41
@BORT Thanks for sharing....I've got one of your function you send me some time ago to load Dbo files that works like a charm....downloading new file now
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pavelman
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Posted: 19th Sep 2021 16:44
Bored of the Rings@
I know the app game kit does not support multi texturing. How did you do this?
I had to make the walls, floor and ceiling as separate models. As a result, it will be at least 3 dbo models.
programming is a hobby, not a job.
chafari
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Posted: 19th Sep 2021 19:28 Edited at: 19th Sep 2021 20:48
@pavelman in Dbpro you could load a scenario made in blender and convert it to Dbo . When we load the .x or whatever in Dbpro, it start with the first object in scene as the main object and all the rest as limbs . I guess when you convert to Dbo the same thing will happen ... you will have just one Dbo but different limbs to textue as you wish. In my case what I did with Botr function, was something like this .



This was one Dbo that has three limbs ....I just load three images as textures and one more as lightmaps
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Bored of the Rings
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Posted: 19th Sep 2021 20:55
without going too techy, my code takes a dbo and I use a kind of "editor" process to edit the dbo and to also chop the universe.dbo into their separate limbs and export as both .x and .obj files. I keep a list of all textures used and only load in the unique ones. I keep tabs on which limb needs to be textured with what texture and also load in any lightmaps. Any DDS files get converted to png format. I'm currently working on the automated process of exporting as an AppGameKit project.
Autowelder uses a different old approach.

more to come as soon as I can.
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Posted: 19th Sep 2021 21:42
Quote: "exporting as an AppGameKit project"


That sounds useful, bear in mind there will be a lot of back n forth while testing/adding levels so a "Update" or "Add To" AppGameKit project option would save overwriting a WIP project file, just a thought.
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Virtual Nomad
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Posted: 19th Sep 2021 22:16 Edited at: 19th Sep 2021 22:22
@chafari,

welcome back.

it seems you've brought a friend?!
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chafari
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Posted: 19th Sep 2021 23:27
@Virtual Nomand thanks mate...I have not programming for long time as I had a crash with my bike and broke my right arm in three pieces....now I'm starting again with little codes as I can't use a keyboard and have to use one finger in my smrtphone...
Yeah I brought a friend....in Lanzarote where I live there are lots of volcanos
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