Product Chat (Early Access) / Enjoying with GMax beta 2

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3com
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Posted: 28th Oct 2020 17:27
As I said once, I honestly wouldn't know what to do with a mallet and chisel in hand, but Miguel Angel, oh my god.
The statue has always been there, I only limited myself to removing the excess parts, Miguel Angel once said.
I remember that the first time I read this phrase (at school) it impacted me a lot, perhaps, for this reason, the phrase this does not It can be done in GGMax at this stage, is what motivates me the most to try it and I enjoy trying it a lot and of course much more if I get it, for this very reason a complete and absolutely finished GGMax is what I fear the most, there would be nothing left to discover, and This cannot be done with GGMax, it would cease to exist, I know it sounds contradictory and I apologize for it.
I speak of GGMax because this is the GGMax forum, but this also happens to me in other aspects of real life.

I know that one day when GGMax is very advanced in its development, all these problems will be solved and this will no longer make sense, but there will always be new challenges. One of the things I like the most about the world of video games is that it never ceases to amaze me.

@ BOTR
Honestly glad you like it.
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3com
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Posted: 29th Oct 2020 15:15
Testing grass and vegetation (plants, trees, etc) - stock and a custom one.

Stock Grass
The stock grass works well (with its limitations).

Custom Grass
Here you must meet the same requirements as with the texture painting tool (already described above), with the exception that GGMax seems to work the grass with DDS textures.

Plants - trees
The stock one suffers from the same missing texture problem, the custom one seems to work better, however, some overtime also has the same problem.



I believe that when the terrain system is finished we will be able to sculpt very beautiful mountains.
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3com
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Posted: 30th Oct 2020 16:40 Edited at: 30th Oct 2020 17:04
Now I'm trying to exhaust the engine to see how long I can go placing a lot of meshes, trees, props, and so on, I want to know where the limit is (if any) in the beta3, of course, no in the GGMax because it is in an early stage.
Trees continue being a paint for the engine and performance.
I've run 4k ram when placing a lot of trees on the scene.
No panic guys, this is going to change further, remember 64bits right now.
So I decided to create an apocalyptic zombie level, placing all sorts of meshes there, and till now it runs really good.













I've tried to place some apocalyptic classic zombies, but the Char system is not ready yet, therefore the GGMax crash and close.
GGMax atm is just ready to handle chars made with CC, this means to me, the chars universe is going to change to meet the GGMax requirements.

ATM zombie made with CC (old Jack) for the friends, don't run the animations and slide rather than walk.
He has "follow wp and speak" behavior and script set in the properties panel.
You can see it in a short video below.



Meantime I'm going to continue my apo Z level to see where can I go, with GGMax beta3.

If someone has any questions about anything on this thread, please let me know, and thanks for watching my vids and pics.

Edit to add an advertising billboard pic.
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3com
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Posted: 30th Oct 2020 17:35
The terrain on my level needs some texture paint and tweaks but GGMax crashes and closes when an attempt to use the texture paint tool in my apo level.
So I've confirmed GGMax is using the 4k GBs of ram, yet.

In test mode



In editor mode



It looks like the painting tool using a lot of resources (CPU, ram, in test game mode, CPU, ram, GPU, in the editor) at least right now,
Therefore since my level is a large level with a bunch of meshes, GGMax runs into low in ram and therefore crash; am I getting the limits?

I just can say the level run really good so far, in test mode.
I've noticed this fact in my forest map above (a lot of trees/grass/plants)

Anyway, taking into account this is an early stage for GGMax, it is running really fine.

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GubbyBlips
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Posted: 30th Oct 2020 19:34
A lot of meshes...! Did someone already post this video?
Maybe or I stumbled across it somewhere /Youtube/ of
10,000 characters on one map. Love to see the
integrity of 64 bits coming through as expected!
https://www.youtube.com/watch?v=wyoUzYvt75E
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3com
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Posted: 30th Oct 2020 20:12
exhausting the game engine in its early stage of development, to see where is the limit atm.

Painting grass works as expected, but texture painting tool crash and close GGMax_beta3, anyway, just in this level.
So, I did some check to the Resource consumption, and it is as follow:

GGMax_beta3 while doing nothing running a blank map.



GGMax_beta3 while painting grass



GGMax_beta3 while painting texture



It looks like wasting most resources when painting grass than painting texture, looks like GGMax handling Painting grass via GPU and painting texture via CPU, so all this will be fixed when the 64bits being fully implemented, since that may be temporary.

I've made a vid about the Z level, just some area of the map, I'm not having care about the details, just want to try till where I can go with GGMax_beta3, learning something about it, and enjoying along the way.

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granada
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Posted: 30th Oct 2020 20:32
Interesting, I’m enjoying following this

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Cobbs
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Posted: 30th Oct 2020 21:14
Now this is cool haha, very interesting, Keep pushing it!
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3com
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Posted: 30th Oct 2020 22:08
I've managed to test 5 stock particles on this map, in order to stress the game engine even more, and they work really fine.

GGMax_beta3 resource waste running 5 stock particles on a "large" map.



You can see on the pic above, GGMax_beta3 handling resources via ram when in test mode, and via GPU when minimized.



This particle system may be awesome, anyway, let's hope don't so expensive in resource waste.

Anyway guys, do not lose the point, I'm testing the game engine in its very early stage, and at least for me is gratifying and even surprising that it allows me to be able to do according to what things.
Good Job TGC team so far.

Thanks, guys for watching my vids and pics.
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3com
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Posted: 2nd Nov 2020 10:08
Continuing with the idea of stressing the game engine, I have included some animations, below in the video you can see one of them.



To further stress the game engine I have built a 176k multi-texture sewer and added it to the apocalyptic level, and it works quite well, even an animated fan, I don't know exactly how many entities I have on the map, at least not yet, but there must be a lot, ah! and I also included old Jack the zombie. LOL

A pic of what I have so far.

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3com
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Posted: 2nd Nov 2020 23:02
It's a shame guys, I got lost in my own sewer.
Some mesh without texture, this is because I would have to create all the PBR textures and also the surface texture maps, and they are a large number in the whole pack, I think I will wait for better times, maybe GGMax will generate them automatically for me It's just a joke, I know that sooner or later I will have to do them.

The point is that although there are animations running, a large number of entities, particles, weather, water, custom sky (nonstock in GGMax_beta3, yet), a sewer 170k polycount, multi-texture meshes, etc, GGMax run smoothly.

It seems that GGMax currently loads the default particle instead of the particle that you have on the map, for example, I had a water particle when I opened the map again, the water particle became the default particle. Due to the large quantity of emitted particles, it is impossible for me to find the marker to eliminate it.


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GraPhiX
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Posted: 2nd Nov 2020 23:22
@3com PM me i can help with your surface textures
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3com
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Posted: 2nd Nov 2020 23:43
@ GraPhiX

Thank you very much for the generous proposal, really appreciated , the fact is that I have to do all the PBR textures of that pack, not only the surface maps, in fact, the first part of the sewer I designed it a few days ago, therefore, I already did it with the appropriate PBR textures, including the surface maps, but that other pack is old and works with the D, N, S texture system; in fact it is the pack in which I break everything that is close to me (buildings, windows, glass, fences, walls, floors, pavements, etc) LOL

What I do is that every time I have free time I convert a few textures to PBR + surface maps.
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Cobbs
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Posted: 4th Nov 2020 16:19
Yup particles are very broken right now, always loads the default on load.
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3com
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Posted: 4th Nov 2020 18:04
This time I want to test teleporting in GGMax beta3 and it works as expected.



I'll continue populating the whole map with entities and all sorts of things that comes to my mind.
It will take sometimes since I'm re-texturing (PBR) meshes meanly buildings since GGMax beta3 don't want D, N, S system, and all those D, N, S meshes become untextured, I guess GGMax being surface system-based, and generating those files automatically from your PBR textures.


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GubbyBlips
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Posted: 6th Nov 2020 02:00
@ 3com;
Starting to look like an Unreal map with those huge buildings?
Wait, is that a sky-box >> building background?
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3com
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Posted: 6th Nov 2020 17:58
Adding a ruined hallway and a plane wrecked.







Quote: "Wait, is that a sky-box >> building background?"

It is a sky, no difficult to do as a building background, when it comes to most difficult is when they have to be enterable.

Continue re-texturing pos-apo Buildings (PBR) to add to the level.
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GubbyBlips
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Posted: 6th Nov 2020 20:04
"when it comes to most difficult is when they have to be enterable. "

Hmmm, you've hit the procedural building idea on the head!
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3com
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Posted: 7th Nov 2020 10:51
I have decided to crash the plane into the parking lot of a building.
At the moment I am modeling the parking lot, these are some pics of what I have so far.







Thanks, guys for watching my vids and pics.
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Posted: 8th Nov 2020 00:33
Hey guys, I've added some new stuff to the parking plus some PBR textures, that's what I've so far.













Playing with terrain mesh 4 times biggest than the terrain itself, and it works fine so far.

GGmax has incomplete features yet, but it is going to grow over a solid base.
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3com
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Posted: 10th Nov 2020 22:24
After making all the PBR textures and re-texture a lot of meshes, I realize that I have not the room to place them, just 10 or 15 buildings and the map is full.



I have noticed GGMax begins to go slowly when the map is full of meshes, so I guess I've found the GGMax limit atm.
I'm happy how GGMax is handling all those meshes in the stage of development it is right now.



Thanks, guys for watching my vids and pics.
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GubbyBlips
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Posted: 11th Nov 2020 00:32
Hi 3com. Is there any way to determine the size of the map
you have created? In storage size or used memory?
Maybe without a standalone, it isn't simple to do that?
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3com
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Posted: 11th Nov 2020 00:57
Quote: "Is there any way to determine the size of the map
you have created? In storage size or used memory?"


Here I respect the terrain size, in other words, I don't cross the map boundaries.
In storage size = 30.860 kbs
used memory = a craziness

In editor



in test mode



Now I am testing a terrain mesh that if it exceeds the limits of the map 4 times in size.

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3com
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Posted: 13th Nov 2020 12:39
Sci-level - high poly buildings (47k/100k)

I continue to stress the game engine, this time with 26 sci-fi buildings with a polycount of between 47k and 100k each.
The short-term idea is to test the GGMax LOD feature, I'm not quite sure how it works yet, I don't even know if it works, so I'll do some research, maybe I need to do my own LODs files, if so, I'll try first with the 100k building.

The long-term idea is to build a sci-fi project when GGMax is more advanced in its development, and it is safe to do so.

Maybe I build sci-fi elevated roads since GGMax for some strange reason doesn't want my ramps, and this is weird because GGC does and without any problems.

I'm going to build most sci-fi stuff matching with the buildings and ambiance.

GGMax_beta3 resource waste while running sci-fi level with 26 buildings 47k/100k polycount.





I should add that GGMax beta3 handles this high polygon load superbly.
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3com
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Posted: 13th Nov 2020 16:17
Guys, I have observed that the previous video was a bit dark, I have decided to make a better one, so you can better notice the high polygon load that the buildings have, and despite everything, GGMax works correctly, therefore we can deduce that the high polygon loading will not be a potential problem for GGMax.



It looks like GGMax is going to apply LOD automatically to the meshes, no sure yet, I've to explore a bit more.

Thanks, guys for watching my vids and pics.
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Bored of the Rings
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Posted: 13th Nov 2020 16:24 Edited at: 13th Nov 2020 16:25
nice one 3com- interesting stuff. A bit glary/shiny for me (unless it's intentional) but always great to catch up with your vids. I have zero time for GGC/GGMax at the moment, but hope to catch up with more LUA at some point.
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3com
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Posted: 13th Nov 2020 16:39
Quote: "A bit glary/shiny for me (unless it's intentional"

You are right, the reason is I always want to test many things in the same vid, and there I want to test the reflection as well, I'm going to add some meshes, just looking for the reflections.
Really the stuff is just because they are all very high poly, and comes in handy to test GGMax beta3.

I wish Lee LUAding all those settings, to play with.
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granada
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Posted: 13th Nov 2020 20:10
Interesting work 3com , always fun to watch

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Posted: 13th Nov 2020 23:44
@ granada
Glad you like it.

Now working with emissive textures to make a night scene.
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Posted: 14th Nov 2020 18:23
Today my first idea was to build a sci-fi road, however GGMax still rejects geometries with certain degrees of inclination, such as the ramps or the road in the pic below.
This is how the base of the road should be:



So I had to improvise and what was going to be a sci-fi road ended up being, well, this:

In the editor



In test mode



I will try the road again, but this time without strange shapes, although it will be difficult for me. LOL
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synchromesh
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Posted: 14th Nov 2020 18:58
Quote: "So I had to improvise and what was going to be a sci-fi road ended up being, well, this:"

Fantastic visuals !!
How do you get the red so red ?
The brighter i go the whiter it seems to get .
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Posted: 14th Nov 2020 19:37
@ synchromesh
Glad you like it.
You have to be very careful with the sensitivity of the slider, try to get the lowest possible value, apart from the emissive map and the surface map, of course.
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Posted: 15th Nov 2020 12:11
This time coming with a railway with a SciFi tunnel plus a sci-fi train, plus some add-ons placed over the water.

Sci-fi train



Railway with a sci-fi tunnel



About how to get a specific color don't miss playing with the color palette (basecolor/emissive color, palettes) as well. Refer to the pic below.



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Posted: 16th Nov 2020 20:40
Hi guys
I've added most stuff over the water.

Sci-fi canoe, it should be as the pic below but GGMax doesn't want the sci-fi female char.



Finally, I've to place a CC char although he does not match with the scene, just for the sake of the composition of the scene.





This time working on a chemical plant, this facility is going to be placed over the water, and the pipes as well.
Notice the hight polycount (well, compared with GG) anyway, I'm so sure GGMax can handle it without any issue because of the high poly,



Thanks, guys, for watching my pics and vids.
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GubbyBlips
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Posted: 16th Nov 2020 22:38
Man, those are some mega models. That's a great talent to be able to
build up things so quick and well put together. I predict a major game
showcase if GGMAX ever comes on board!
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3com
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Posted: 17th Nov 2020 13:35
@ GubbyBlips
Really glad you like the project, thanks, for your kind words.
Eh, guy, now I can climb the chemical plant's leaders with your script.
Ty mate, but please, use script tags on your code, it helps a lot and makes the code most cleaner.

@ all
Since here the main goal is to stress out the game engine to find the limit (if any), I'm increasing the polycount, even I'm going to use 8k textures with those chemical plant stuff.
I'm not going to model a complete chemical plant, just looking for a high poly mesh, obviously with a bit of filling.

116k polycount till now.





The chemical plant will be placed oversea, and My crazy idea is to get to the chemical plant onboard a sci-fi vehicle that travels on the water, expelling water under pressure through turbines; but I still have no idea how to do it, I think I will have to wait for GGMax to allow me to expel water using fx shaders or something similar to this until then, I will think of a solution that is at hand right now.
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3com
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Posted: 18th Nov 2020 00:53
I've got apply the textures to all the meshes, and it works as expected, despite being high poly/high res textures models all these meshes over the map. I'm going to see how many polys are on the whole map.

This is what I've so far regarding the chemical plant.







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Teabone
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Posted: 18th Nov 2020 15:18
Quote: "An integrated particle editor would be nice to have. "


I believe Lee mentioned this would be a DLC later on.
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Cobbs
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Posted: 18th Nov 2020 15:30
The AGK Particle Editor is what I think Lee would've talking about. It's what works with GG Max and functionality is supposed to improve so it works as GG Max's particle editor. I don't know about any plans to integrate it into GG Max or that they'd make a second particle editor to work only inside GG Max. They already have a working particle editor, it's awesome, and it's hopefully going to work perfectly with GG Max... because I bought it. Haha
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3com
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Posted: 18th Nov 2020 17:40
Okay guys, let's go for a walk around the chemical plant, although I must admit I didn't build it to be visited.
I have devised a system to go to the chemical plant from the city, although it is temporary, it is an underused system but it still gives good results.
The spaceship used would not be the one I would use in a hypothetical game, it is just an old ship that I had I don't know where, and I used it to be able to test the rails, the script, the chemical plant, etc.

I am testing sci-fi greenhouses, although the plants in GGMax right now are scarce, rather null since almost all end up without textures, and you end up with a lot of white and non-textured foliage, which ruins the whole map, like this that he would have to model plants inside the greenhouses, this takes time; I think it's time to think of something that uses what I have, and not what I don't have.



I think a particle editor is coming in handy in every game engines, I hope cool particle editor in GGMax.
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OldFlak
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Posted: 18th Nov 2020 21:16 Edited at: 18th Nov 2020 21:41
Yeah, love your vids 3com.
The rail works great. You be having too much fun me thinks

The water in Max is so ugly - just looks like a giant quilt - needs some work for sure.

The Particle Editor looks awesome, would buy it if you could just use it standalone to create the effects for use in Max. But not sure if that can be done. The web page seems to indicate you need AGK or AGKS to be able to use it, so kinda didn't look any further at it. I do have AGK and contemplated Buying AGKS. But just not keen on learning how to use either of them - visual editing is the only way to go for game dev - at least for me lol.

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synchromesh
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Posted: 18th Nov 2020 22:11
Quote: "would buy it if you could just use it standalone to create the effects for use in Max. But not sure if that can be done. "

The particle editor is a standalone program so you dont need AGK.
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OldFlak
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Posted: 18th Nov 2020 22:25
Quote: "The particle editor is a standalone program so you dont need AGK."

ah, cool!
That then, shall be another tool for the kit soon!

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Posted: 18th Nov 2020 23:33
Yup, the Particle Editor is a standalone. Not really well marketed or named haha.
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synchromesh
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Posted: 18th Nov 2020 23:47
Quote: "Not really well marketed or named haha."

Ye probably because it only creates particles for AGK as a rule but now you can create them for Max otherwise unless you owned AGK its not much use to any other engines.
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3com
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Posted: 19th Nov 2020 09:30
Maybe a particle editor trial version may help clear up doubts.

@ OldFlak
Thanks for your kind words,
In fact, now I'm enjoying Beta3 nor beta2 as the title stated.

@ all
Now working on my old bot, it would be a nice surprise.
Coming soon.

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Posted: 19th Nov 2020 20:47
This time it's a radically different thing, I've decided to take my robot out of the trunk of memories, you know, old glories and stuff.
When I modeled this robot I was starting with Reloaded if I remember correctly, I also had no idea about LUA, but in this forum, I have learned what little I know about this business (LOL), a lot of people helped me, and that's why I got that the robot chased me across the map.

1- Modeling - rigging - animation = my job
2- Applying texture and wrapping = Harry
3- Script = smallg
Thanks a lot, guys.

Unfortunately, the script uses many old commands and GGMax does not support these commands, Lee has changed them for new ones, basically they are the same, maybe it is for differences between the LUA GGMax commands and the GG commands, so you have to rewrite the script or use a new script, although this is already solved, the fact is that this robot was a good boy in GG, here in GGMax he is very aggressive, he is no longer the boy I knew. LOL

I thought I would populate the city of these robots, but after trying the first robot I realized that it is not necessary, with just one I already have enough to die of fright. LOL

I am going to present him to you through a photo in the editor since as you will see in the video below, in test mode it is impossible to take a photo of him. LOL

Enjoy






Thanks, guys for watching my pic and vids
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smallg
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Posted: 19th Nov 2020 21:25
Quote: "The particle editor is a standalone program so you dont need AGK."

as long as you buy it directly from TGC and NOT FROM STEAM - if you buy it from steam it will be treated as DLC and will require AGK to use
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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synchromesh
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Posted: 20th Nov 2020 12:07
Quote: "as long as you buy it directly from TGC and NOT FROM STEAM - if you buy it from steam it will be treated as DLC and will require AGK to use"

Good point and spot on .. You need to buy from the TGC Website.
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3com
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Posted: 20th Nov 2020 12:28
Quote: "as long as you buy it directly from TGC and NOT FROM STEAM - if you buy it from steam it will be treated as DLC and will require AGK to use"

Nice to know.
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