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FPSC Classic Models and Media / Caligari Gamespace Question

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Britishb 1990
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Posted: 20th Oct 2005 00:44
Is Calgari Gamespace compatiable to be formatted into the right type of files to be used in FPSC?

Thanks,

Mark

ML
ironjohn
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Posted: 20th Oct 2005 01:22
I'd like to know that as-well...

P4 3.9 X800XT 2X75-Raptor 20.1 DVI LCD
DBPro FPSC MS3D Fragmotion MS.Net
JDforce
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Posted: 20th Oct 2005 01:40
Definitely. It has some well known glitches, but 95% of my modeling and 100% of animation is done so.
For complex object UV mapping I use a separate tool called UVmapper, and also lithunwrap. For most of UV mapping needs, GS1.6 is enough.
When it comes to bones and animation, it needs some practice and common sense, but most tools are like that.
If you want to complement, buy fragmotion (nice 3d paint, whereas GS is not good), and milkshape for import-export capabilities. This two are excellent. But if all tools were gone, GS is still great. And for the price, is unmatchable.

May the 3d force B with U
Benjamin 2005
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Posted: 20th Oct 2005 01:44
I'd love to know too, as well as static as animated models.

I've got TrueSpace 6.6 and the exported .X models (static only) aren't completely compatible with FPSC.

While the exported object imports without a problem in FPSC and it looks great in the editing mode, as soon as I run the game, the skin is completely messed up. Also when creating a character, having him face the player correctly is quite a challenge.

Perhaps all of these problems are solved with gS, since it uses a different DirectX exporter.
Benjamin 2005
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Posted: 20th Oct 2005 01:52
JDforce, would you be willing to create a simple character or so in gS1.6 with a little animation added in gS1.6 and a simple skin added in gS1.6 and export it out of gS 1.6 to DirectX format so we/I can look at it. All work done in gS 1.6 no help from any other 3d modeler or converter.

Why do I ask this? I've been a gameSpace 1.0/1.1/1.5 user in the past, but it couldn't live up to it's promises, so I returned it. Perhaps v1.6 can do all of these things now, but I'm not convinced until I do see it. I'd love to see an animated model created completely in gS1.6 in FPSC, without the need of any other application to get it done.

Would you (or any other gS user) be willing to take on this challenge?
Britishb 1990
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Posted: 20th Oct 2005 01:58
Right, so I shall have to use buy this aswell hehe, I'll practise with FPSC first, dont't want to dive right into the deep end

ML
transient
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Posted: 20th Oct 2005 03:33
For Ts6.6 you don't need to buy gamespace, you can buy a Gamepak which does the same thing for $100 less than GS.

Fragmotion is better than Milkshape for import/export. Milkshape seems to have issues importing animated x files, and it only supports rigid vertex bone assignments.

Fragmotion supports weighted vertices and can import x files with no problem.

I have nothing against gamespace but it is only as powerful (I would argue less) than a blender/fragmotion combination which will only set you back 20 bucks.

This said GS is probably easier to learn, but at $299 I think they were dreaming about it becoming popular with the mod/indi crowd.

instinct is more valuable than intelligence.....
JDforce
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Posted: 20th Oct 2005 06:23
Ok, I am going to do one, but can't promise a date. I have a lot of work right now.

May the 3d force B with U
Benjamin 2005
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Posted: 20th Oct 2005 11:45
JDforce, that would be great! Then I can make up my mind better if I should get gamePak or not.
Deadwords
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Posted: 21st Oct 2005 00:22
GameSpace is compatible with FPSC. It works great. Don't use GameSpace Light, it's extremly buggy and it's bad. Use GameSpace or TrueSpace w/ Gamepak or Conversion Pack 2

final word: GameSpace Light = Bad
TrueSpace/GameSpace full = Awsome

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
JDforce
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Posted: 21st Oct 2005 00:33
Agree. I only have full versions of this products. I have ts6.6 but having gamespace I never thought of purchasing the gamepak.

Benjamin, when you say "skin messed up", you mean the texture or the geometry of the object? Can you describe it better?

May the 3d force B with U
Benjamin 2005
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Posted: 21st Oct 2005 01:19
I do mean the texture. It's mapped completely wrong in the game, but not in the editing area, nor in tS.

Skalex also for animated & textured models? Do you happen to have any examples?
JDforce
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Posted: 21st Oct 2005 08:53 Edited at: 21st Oct 2005 08:55
Well, Truespace does not export X format well. Gamespace does it well. That is the difference.
Here you have a tutorial on some of my models (JDebroy=Me):

http://forums.caligari.com/gamespace/showthread.php?t=2645

A buggy here:
http://forums.caligari.com/gamespace/showthread.php?t=2148

The buggy was fully textured and UVmapped with GS1.6.
The girls were UVmapped with UVmapper. Animated fully on GS1.6.

I think you still can freely download my buggy and source code for a game I did on 3Impact.com website.

May the 3d force B with U
The Hitman
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Posted: 21st Oct 2005 10:37
great models & good work

If you dont have what it takes to create "Spend Alot Of Money"
JDforce
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Posted: 21st Oct 2005 16:43
Thanks!

May the 3d force B with U
dpharaoh
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Posted: 23rd Nov 2005 14:48 Edited at: 23rd Nov 2005 15:07
Bumping this... right now I have been doing all my .x exporting in Milkshape. It would be nice to export directly to .x from GameSpace.

Anyone know the correct GameSpace .x export settings for hud and pickup objects?

I can use these settings in the attached .bmp to get the model into the hud (yay!), but no animation. I tried animating the model by moving at around on keyframe 10 and then on keyframe 70, but did not use joints because I don't know how yet in Gs. Is this why there is no animation exported?

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KeithC
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Posted: 23rd Nov 2005 15:49
Everything I have made has been in TrueSpace, whic for games is the same as GameSpace.

-Keith

"Some people are only alive because it's illegal to kill them".
dpharaoh
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Posted: 23rd Nov 2005 15:56
Right! So what do you use for export settings? I am particularly interested in getting animations to work properly, as it was recreating animatons in milkshape for your grenade that led me to this question.... if I couldve done it or can tell you how to do it right from the native application, would save several steps!
KeithC
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Posted: 23rd Nov 2005 16:09
I use Ultimate Unwrap 3D for exporting models to .X; animation is an as yet unexplored region of Caligari(I have heard of the difficulties). I will have to tackle it soon though. Check your e-mail

-Keith

"Some people are only alive because it's illegal to kill them".
Conjured Entertainment
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Posted: 23rd Nov 2005 17:12 Edited at: 23rd Nov 2005 17:14
Quote: "For Ts6.6 you don't need to buy gamespace, you can buy a Gamepak which does the same thing for $100 less than GS"


Don't forget Game Space Light ...its FREE!

Its not a trial version.
It a program in itself.

Every model I have made has been in Game Space Light.

I don't do characters or weapons yet.
I guess you would need to buy something better for that.

Whatever you can imagine, you can animate. --- Walt Disney
All too easy. --- Darth Vader
Just do it! --- Nike
KeithC
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Posted: 23rd Nov 2005 17:15
Not really, conjured. My knife model was only 336 faces (after I triangulated them even). You just have to be creative and be willing to compromise a bit. But you're getting better.

-Keith

"Some people are only alive because it's illegal to kill them".
dpharaoh
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Posted: 23rd Nov 2005 17:21
I own the the full version of gamespace Conjured, trying to figure out how to use it to make chars and weapons
KeithC
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Posted: 23rd Nov 2005 17:31
I STRONGLY suggest you get those mini-courses from Drew Clark that are advertised on the GameSpace site, I have used them and my skills grew rapidly. The animation course (the 5th course to be offered soon) is one that may answer both our questions. I have both GameSpace and TrueSpace 6.6.

-Keith

"Some people are only alive because it's illegal to kill them".
dpharaoh
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Posted: 23rd Nov 2005 17:33
Hehe I did already download all the parts of that really long video tutorial, but I haven't had time to watch it yet.. planning on taking some time after Thanksgiving!!

I have a feeling I am still going to be left with the export anim questions, but we will see!!
KeithC
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Posted: 23rd Nov 2005 17:46
Check out the new thread man. Hopefully the animation course will answer that for us, as the author is currently finishing up a major game (Sector 13) and should have some input into just that!

-Keith

"Some people are only alive because it's illegal to kill them".
transient
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Posted: 14th Dec 2005 07:47
Apologies for resurrecting an old topic, but I just wanted to take back what I said about gamespace/truespace earlier in the thread.

After reading some positive views for it I decided to give it another go and I downloaded GS Light and the TS 6.6 demo for a comaprison. With the TS demo you get a free course called "Spirit of the Interface" as well (which is nice).

I have to say, TS/GS is one of the coolest apps I've ever used.

Once I got past the non-standard interface, it just blew me away.

The whole deal with Caligari revolves around this idea of Direct Manipulation, and while it seemed like a cheesy gimmick at first, I found there's real substance to it.

TS's iconic interface has given it a bad rep in some circles, but the reality is the interface is largely irrelevant, because you can summon most of the important tools from within the viewport itself in an extremely intuitive maner.

After using this, Blender unfortunately feels more like work than a hobby. It also kills max in many ways, which for years was my app of choice (it's still cool though, don't get me wrong, just a bit expensive for a hobby).

I know I'm sounding a bit like a Caligari rep, but I've had a bit of experience with 3d and I really appreciate the approach taken with this app.

In any case, I'll be buying GS soon. I guess this just shows you should probably do your homework before you pass judgement on something.

instinct is more valuable than intelligence.....

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