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

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Belidos
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Posted: 20th Apr 2021 08:45
Very impressive. But it doesn't really tell us much more than that the editor and testing environment can handle it. The real text will be when we can export a standalone and test it in that, that's when we will really know what it can do
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granada
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Posted: 20th Apr 2021 15:03
Great limit testing going on 3com, that terrain looks great

Dave
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3com
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Posted: 20th Apr 2021 19:04
@ Belidos
Quote: "The real text will be when we can export a standalone and test it in that, that's when we will really know what it can do"

You are right.
Meantime I'll continue to discovering and sharing with all of you, all my results, maybe it may help someone.
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Posted: 20th Apr 2021 19:07
@ granada
Congratulations mod, well deserved.
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3com
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Posted: 20th Apr 2021 19:16
Guys, as stated somewhere above, working on the abandoned city, I plan to fill up with all the city stuff.
The idea is to get that high polycount thru the buildings and city stuff. At the moment the scene already has a 1m polycounts, and it is just starting, let's see where we can go with.
A lot of features may be tested with that abandoned city.

In 3ds max







Working on traffic signs and so on, as well.



Continue working on, back when done.

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Posted: 28th Apr 2021 00:49 Edited at: 28th Apr 2021 00:51
Sorry guys, having issues with my internet provider lately.
Working in a destroyed bridge, here you can notice how sometimes, a custom sky may help with the scene, in GGMax.
Now we are going to get the same or nearest high polycount, but with several meshes, rather than just one mesh.

Destroyed bridge
Polycount: 30k
Texture res: 4k
fps: 59

In 3ds max



In GGMax









Continue working on the apo level, back when done.
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3com
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Posted: 29th Apr 2021 15:51

Hi, guys, working on a bridge broken animated, I've tried those meshes as X format, fbx format, and gltf format, although they work fine, none of them are getting the real animation.
I'm surprised about the X file format working relatively fine since that format doesn't use to store that sort of animation.

Here we gonna test if GGMax is working with animation done via cloth, and how X file format stores it.

Bridge broken animation as X file,



Bridge broken animation when I made it, in 3ds max
As is expected to be.



Still working on the destroyed bridge over the sea. It looks like some boat had collided with.



Thanks, guys, for watching my vids and pics.

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Posted: 2nd May 2021 13:55
Hello guys, watching a video about the city of the future, the documentary highlights the fact that we have more and more things to do and less time to do them. Talk about the time we spend shopping at the supermarket and how robots can help us in this particular case.
They say that each person takes about 18/20 minutes to make the purchase in the supermarket, while a robot can do it in a few minutes; I'm not particularly the kind of busy life I hope to live, and I'm not very excited about the solution offered by the Kiva system unless they promise not to put any worker out of work.

However, this is not the issue that interests us here, here we are interested in the robot, how it works, how it moves, how to tell it where to go and which way is the best to reach the goal?
And above all, can we reproduce those same qualities in GGMax? Above all, now that we don't have waypoints in GGMax.

As the video explains, the robot follows a series of barcode labels (on the ground) with information that is read by the robot, and algorithms decide the best way to go to reach the goal. The information contained in the barcode is constantly updated. Honestly, guys, that's all I understand, I'm not an expert on the subject, maybe one day Amen come by and explain better how all this works.

At the moment I have modeled a robot more or less like the one used in the video, and I am trying to teach it to walk. LOL

At the moment the idea is to get him to look for a specific shelf, in a warehouse for depositing goods, that contains the largest number of products requested by the client, in the shortest possible time, following the system of labels on the floor, such as if they were the nodes of a waypoint.
This can be a difficult adventure to achieve, especially if I decide to fill the warehouse with obstacles.

Here we are going to test many things at the same time, such as polycount, texture high res, emissive, LUA, and the few skills I have about it, LOL

Polycount: about 110k
Texture res: 4k
Animation: to turn L, R, F, B

Robot_clerk in 3ds max




Robot_clerk in GGmax









Thanks, guys, for watching my vids and pics, and keep safe.



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granada
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Posted: 2nd May 2021 15:01
Interesting idea, looking forward to more

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Posted: 3rd May 2021 21:03
Well, guys, as Granada says, let's see what happens, although do not expect a lot taking in mind my poor skills on the subject. LOL

As said before, I've placed some QR labels along the way, I hope they working as waypoint nodes (do not use wp scripts, but you get the point)
Avoiding the obstacles, and getting to the target. We are going here step by step, so, see whats happens after all.

In GGMax 2021_04_30 - I've made a very basic map, just for sake of testing.



On the video just testing the bot following the pre-stated path, using the QR tags as some sorts of nodes. First I would like to pre-build logical paths to be used by the bots as needed. (in the future would be nice the bot chosen the best path itself)
Since in real-time those bots are connected via wi-fi with a terminal, they can update the data in real-time, something like this might be ambitious, but pretty damn cool.



Gonna work on the bot rotations, back when done.
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3com
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Posted: 9th May 2021 13:24
Eh, guys, not much time left, plus internet connection failing, make me too hard to comes here.
However, I had modeled some sort of warehouse to test the robot, the Lua code, the emissive (not working for me, as expected), high poly impact, in draw calls plus fps. Does all LUA commands are working as expected? are there new ones? if so, how they work?

Robot_warehouse
Polycount: 200k
Textures: 4k
fps: 40/59
Ram usage: 2GBs

The warehouse in 3ds max



In GGMax 2021-05-07





The system still is the same, just try to get some sort of waypoint system, but working without wp scripts. I'm writing a code that takes the QR labels as nodes, each QR label contain related info, such as (x,y,z pos; visited, revisited, target, next_target, and so on)
The robot has its own code, it read constantly all the QR labels info, all that info is constantly updated.
I've painted a yellow line on the floor to show you the right path the bot should follow, avoiding all the obstacles (shelves).



It still needs some tweaks, is there a lot of work to do, now working on getting some of these boys (robots) loading a truck with certain merchandise.

Now we will have to fill this warehouse with different products, mixing several products on the same shelf, Take an inventory of all the products, their location, etc., and the robot should decide which shelf is the most appropriate, based on things like which shelf it contains. more products, location of the shelf, for example, it can happen that a shelf contains the 3 requested products, but be located at the end of the aisle, while another shelf contains 2 products and another contains the remaining product, it is 2 shelves instead of one, but they are located only 2 meters from their current position, the robot should decide whats the best, my head hurts just thinking about it. LOL

Thanks, guys, for watching my vids and pics.

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3com
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Posted: 16th May 2021 00:21
Hi guys, when I found out about the competition, I wanted to show some ways to use the jungle meshes, maybe it could be of use to someone.
The level of the video is not for the competition as I use custom meshes, it is just to show that there are other ways to use the jungle pack.

Problems
1- the high consumption of ram memory, in my case 13gbs. In fact, if you notice any jam in the video, it is because of the ram memory.
2- I have problems lately with my internet provider, orange seems down all over Spain. Uploading this video to YT has been torture.
3- GGMax has been changing the terrain, even in already saved levels. Suddenly my level appears with the grid, but I had chosen the grass, and saved the level with grass terrain, because of this, the level was ruined. Nothing to object to in this regard, since the terrain is not yet implemented.
Keep in mind that if you place too many of these meshes on the same level, the ram memory goes off, and everything starts to go very slowly, in this specific case it is about testing all the meshes in the pack, but in a real game, it is much better to be conservative, and choose wisely.

Well, this time we are going to test the jungle pack in GGMax 2021_05_14.

Temple1
Polycount: 210k
Textures: 4k

Temple1 in 3ds max



Jungle scene in GGMax 2021_05_14









As soon as GGMax better manages the use of ram memory, we will take a walk inside the temple1.

As for the robot scene, I am having problems with GGMax, since it changes the warehouse texture, according to the camera angle, the bug is already reported to GitHub.

Meanwhile, I am modeling the temple2.

Thanks guys, for watching my vids and pics, and keep safe.
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3com
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Posted: 17th May 2021 20:05
Hi guys, now I come up with a 380k temple on polycount.
I keep testing the jungle pack in different scenes, and with different lighting, the lighting can radically change the look of the scene.
The impact of lighting on an entity can cause positive effects, graduating from this impact, can help otherwise.

As I mentioned before, a large number of these entities on the same map can cause a very high ram expense, at this time. It is the same effect caused by adding too many trees in GG.
The lush forest effect can be achieved with a few trees wisely placed on the map, the order in which they are placed will depend on the type of tree and its height.

This pack, although amazing, is not enough to create a jungle, you will have to help yourself with some GameGuru entities, or buy, or create your own entities. The Classic pack usually has entities that you can use in a jungle.

The sky is important and very much to take into account, its lighting can help or ruin a scene if it does not fit the scene.

Hopefully, fog is implemented in GGMax, a good fog can help create an atmosphere.

In the jungle, the straight line is not always the shortest path between two points, in fact, there is usually no path; the path that you have built to go from point A to point B no longer exists when you return; With the exception of course of the areas of exploitation, where man has been determined to win the battle against the jungle.

Here, we are going to think about the jungle of TombRider (the first games), and we will try to create our own temples, and with the permission of the ram memory, we will try to create a level, to see what happens.

Temple2
Polycount: 380k
Textures: 4k
FPS: 59
Ram usage: 3 GBs

In 3ds Max





In GGMax 2021_05_14












Gonna work on temple1 on trying to make it most ram usage friendly, in order to make a level.
Back when done.
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Tarkus1971
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Posted: 17th May 2021 20:08
Seriously impressive 3com....
Aftershock Quad Core AMD FM2+ 3.5 GHz 8GB Motherboard and Processor, A7700k apu, Asus GT970 STRIX 4gb Nvidia gfx card.
King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
3com
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Posted: 17th May 2021 20:27
@ Tarkus1971
Honestly, glad you like it.
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Posted: 24th May 2021 10:11
Hi, guys, I'm working on temple 3, as promised.
Temple 3 ends up having a lot of areas to work with.
This is what I've so far.

Temple 3
Polycount: 76k
The whole scene: 670k so far
Textures 4k.
FPS: 37/59
Ram usage: 3gbs - 5GBS

In 3ds Max





In GGMax 2021_05_21







I had started doing a test level with these temples, this is what I've so far.



Note1: I no able to get the other side and fall down, anyway, I'm working on that area yet to continue developing the level.
The level is intended to have a lot of traps along the way, now they are deactivated due to the player can't die atm, so, a trap does not make sense yet.

Note2: I have to use brute force with the blocks to be able to get the other side, due I forget GGMax is going to destroy all the scriptbank content when updating, and obviously the script does not work, at least, till I move my scriptbank backup folder to the GGMax scriptbank folder. Now it works fine.

DISCLAIMER.

I've adblocker installed to avoid the YT ads, anyway, if you see some ads on my vids, has nothing to do with me, I do not want to monetize my vids, in fact for me YT is just a vehicle to porting vids to this forum, and nothing else.

Quote: "YouTube’s right to monetize: YouTube has the right to monetize all content on the platform and ads may appear on videos from channels not in the YouTube Partner Program. "



Thanks, guys, for watching my vids and pics, ,and keep safe.
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3com
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Posted: 30th Jun 2021 12:33
Hi, guys, this is too quiet lately, so I decided to share the piano man scene I've worked on days ago.

Piano: GraPhiX's piano, you can grab it here: here Thank you mate.
Animation: Mixamo.

How I did with Mixamo:
Well first the typical, import the char to mixamo as fbx, apply the anim there, and export him as fbx from Mixamo.
1- I've exported piano-man as fbx from Mixamo.
2- I've imported the fbx with the GGMax importer feature.

And this is the result, it shows Mixamo anims working fine in GGMax.



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GraPhiX
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Posted: 30th Jun 2021 13:01
3com that is brilliant very soothing
Welcome to the real world!
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3com
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Posted: 30th Jun 2021 17:24
@ GraPhiX
Ty mate.
Your piano helps a lot with the scene.
That piano with the amen script comes in handy for a horror scene.
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DVader
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Posted: 3rd Jul 2021 03:36
What no Billy Joel? Ah well, copyright is annoying at best. Max looks ok for this sort of thing at the second. We still have to see how it manages with actual games. It's looking good, but we are still way from seeing actual gameplay in Max. It's for sure a way faster engine, but as far as game making goes still pretty useless.

I am on the side of patience myself; many aren't it seems. I'm all for getting it right before release; but some can't or won't wait that long. I'm hoping for a decent games maker at the end of this, but we will have to see. Some cannot wait and see and are running out of time! So far Max seems to be good at presenting a scene and not much more. It's the extra stuff we are really interested in
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3com
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Posted: 4th Jul 2021 11:47 Edited at: 4th Jul 2021 11:50
There is a long time to go with GGMax, there is a feature undone yet, and the others not yet completed, I can't test terrain, because the terrain is not yet available, the same with particles, water, AI, and so on.
For that reason, I prefer to focus on the available stuff, and take profit to the situation to try to think out of the box, Learn how GGMax works, and enjoy along the way.

As an example, I enjoy the new Lights behaviors, but I need an attached light, so I did my own "Light attached", you can see on the video below, although not much time since that video was done to help someone requesting about rotating lights in a police car.

Edit: Notice the car running along the highway, to see the white light attached to the car.



I Agree with "GGMax is far to be ready" but disagree with "You can do anything with GGMax atm" imho.
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Posted: 11th Jul 2021 12:58
Hi guys
I was playing with GG sky in GGMax, although GGMax doesn't work customize sky as it does with the simulated sky, at least atm, you can get most of them working on GGMax.
GG have pretty nice skies you can test in GGMax, you should generate a BMP file to be used later as a thumbnail, then GGMax will create a cubemap with all those DDS files.
The rest is up to you working with the sliders to get the ambiance you are looking for.

The first image is just a crazy idea for a crazy fantasy world. LOL





If you do customized sky don't forget to make backups, you don't like to lose it after a GGMax update.
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3com
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Posted: 14th Jul 2021 16:51
Hi guys, I'm working on a lowpoly city, this time I decide to make a lowpoly mesh because I'm going to add a lot of extra meshes, such as
Neon signs, lamp posts, telephones, create facades of supermarkets, bars, etc.

The city is a single mesh and it is multi-textured.
Polycount: 19k
Textures: 2k

However, I am having a problem with the collision.
It is quite strange, and it is that I cannot walk through certain parts of the city, it is as if I found an invisible wall in front of me, which prevents me from going forward
I remember a similar problem but I don't remember how I solved it.

I am using "forcesimpleobstacle = 3" in the fpe file, but this does not solve the problem.

I also tried using a convex hull, and what I got is walking on the roofs of buildings, which is even weirder. LOL

I imported the city from GGMax, since if I use it as an X file, GGMax refuses to use all textures, and applies a single texture to the entire city. The latter is clear to me, my doubts are regarding the strange collision, in some places collides, and in others does no.

Any ideas?

Some help will be really appreciated.





Thaks guys, for watching my vids and pics, and keep safe.
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3com
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Posted: 18th Jul 2021 00:11
Hi guys, the issue has been already posted on GitHub : https://github.com/TheGameCreators/GameGuruRepo/issues/1260
Meantime I'm working on the extras to populate the city.
Polycount so far: 32k
Textures: 2k-4k





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Posted: 19th Jul 2021 19:15
Having an issue other than the collision one, GGMax closing when trying to edit the restaurant mesh settings, just mouse_click, and GGMax suddenly close; I'm going to take a time to see if the issue is on my side, although it works fine days ago.

Meantime I keep modeling extras, there are a bunch to do, in fact, you can play a level on that city, though.
Now the polycount has increased a lot with the extra meshes, for that reason I keep the city as lowest polycount as possible.

Polycount atm: 97K

In 3ds max



In GGMax





Hope you enjoy so far and who knows? maybe you take something useful at the end.
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Posted: 21st Jul 2021 11:15
Hard to take screenshots in test mode because of the collision issue, anyway TGC is aware of it, and the team is working on it.

Meantime I continue working on the extras, this is what I've so far:
Polycount over the map atm: 136k
Textures: 2k-4k
FPS; is dropping dramatically, just getting 19 fps, I think because of the collision issue, perhaps GGMax doing extra collision calculations, that do no matter with the map. I hope the collision issue, plus GGMax listing/applying the textures/materials wrong, will be sorted out soon.











I hope you enjoy the thread, maybe you can learn or remember something, or just you get inspired to make your own.



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Posted: 23rd Jul 2021 21:10
Hi, guys
As said above, working on the extra-facades and buildings to bring the city to life.
Still no chance to walk around the city, but those guys are working on it.

Now experiencing a new issue with culling, but it is already raised on GitHub. Please, notice the green arrow on the pic below.







It happens to depend on the camera angle, usually, in a front view, you can see the whole mesh.

Meantime I'll keep modeling some sort of Chinatown, atm. LOL

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Posted: 27th Jul 2021 15:56
Hi guys, now I'm working with the FBX imported mesh (the city), the city is just one mesh, and because of the collision off issue, I can walk the city, but I can not climb the stair, we'll wait for better times to get there up.

Meantime working in a Chinatown street, this is what I've so far.









Thanks guys, for watching my vids and pics, and keep safe.
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granada
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Posted: 27th Jul 2021 17:22
All looking good , keep pushing Max

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Posted: 29th Jul 2021 20:28
@ granada
I'll try to do my best.
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Posted: 29th Jul 2021 20:39
I'm working on a very high poly mesh, it is an ancient Chinese medicine shop, I'm working on the interior right now, a lot of stuff there.
This is what I've done so far.

ancient Chinese medicine store
Polycount: 370k
Textures: Untextured yet, anyway, most likely 4k.

In 3ds Max (WIP)



Cracking GGMax terrain just for fun. LOL



Hope you enjoy like me, with this thread, thanks for watching my vids and pics, and keep safe.
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Bored of the Rings
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Posted: 29th Jul 2021 22:32
Wow, very nice. 3com, awesome skills.
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@ BOTR
Thanks, guy, glad to read from you.
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Posted: 2nd Aug 2021 16:52
Meantime the issues get sorted, I'm working in an ancient Chinese medicine shop
The owner of the store has a robot, whose only hobby is building automatons, and now he is determined to put skin on his favorite automaton, the problem is that he does not have latex, and because of this lately he is always in a bad mood.
With this little plot, we will try to make the characters speak, and we can test if this is possible at this stage of GGMax development.
This is what I have so far.







The automaton in 3ds Max (well, no the same, I always end up going my way)



Continue working on automatons.
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Posted: 4th Aug 2021 17:56
Ok, guys, as said above continue working on automatons and robots, want to try the custom chars plus the convo system, to see how they are working on GGMax so far.
Till now I'm getting some issues to work with globalsounds in GGMax, I'll continue to trying it, if it does not, so, I'm going to work with the sound slots (properties panel).

Automaton 1 (Joe)



Automaton 2 (Pitt)



Robot 1 (Jack)



Robot 2 (Max)



Old Jackson



All they are high poly meshes, as an example, Robot 2 (Max) in 3ds Max - 270k polycount



So, we are going here to test polycount, custom meshes, convo system, and many others at the same time in GGMax.

Back when done, hope you enjoy this thread and takes some ideas, as I do.
This thread may be as long as you want to.
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cybernescence
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Posted: 4th Aug 2021 21:27
Very much liking your robots

Max does the high poly thing with ease so far with my adhoc testing.

Cheers.
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3com
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Posted: 4th Aug 2021 22:27
Glad you like it.

GG was also pleasantly surprised one day when I decided to try a 1 million polygon mountain and an 8k texture, and it handled them better than I expected.
Obviously, this should not be dogma, at least not for GG.
Actually, it is the total sum of polygons in the map of a level that should concern us, that is where we must be conservative, and leave the meshes with a high polygon load only for very relevant scenes, and with very little presence in the game. However, it is nice to know that GGMax handles high polygon loading well, in addition to high-resolution textures.

Therefore, if GGMax manages a mesh of 1M polygons well, one can think that it will also handle a map, whose total sum of polygons is 1M.
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Posted: 9th Aug 2021 22:54
R2 D2 Bounty Hunter Looking nice.
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@ DVader
Yeah, it brings me remembrances about R2 D2 as well, glad you like them.
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Hi guys, this time it has to do with some kind of convo_system, albeit a bit rudimentary, and what is worse, I accidentally mixed the voices, so some man will be speaking with a woman's voice, sorry, my fault, but you get the point.

There is no Lip_Sync yet in GGMax guys, so we'll have to wait a bit, but don't worry it's already on my TODO list.

Later with the GGMax features, it will be easier to configure the character so that it can speak, and that the gestures are in sync with the voice.
I must add that it is only a very limited way to carry on a conversation, but when the voice, TTS, and so on features return, we will improve everything, to get a decent conversation.

A conversation involves many things to take into account, not only the synchronization between the voice and the gestures, the movement of the lips, etc., the emotions of the character must also be taken into account, when to emphasize a phrase, the pauses, etc. .



As you have seen in the video, players have to look for the witch's house, in order to get the magic map, and be able to travel back in time to the year 1940. From what I have heard, the witch lives in the swamp, and is usually almost always in the enchanted tree, preparing its potions and enchantments.

Let's see if we can build a small level, at this stage of GGmax development.
Remember that our protagonist is looking for a robot heart. And up to here, I can read. LOL

Ah, I'm also experimenting with an animation, you can see it in the video, the idea in the short term is to turn the balls into molecules moving in a kind of organic fluid or something like that.

Seriously guys, with a little time and imagination, great things can be done at GGMax, have you seen the door of souls?
The protagonist will have to cross it when he has the magic map, and voila will appear in the same place, but in 1940. A lot of work, though.

the enchanted tree



Continue working on the enchanted tree and its props.
Thanks, guys, for watching my vids and pics, and keep safe.
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Posted: 10th Aug 2021 23:01
Cool work 3com , always entertaining

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Posted: 12th Aug 2021 09:36
@ granada
Ty, mate.
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Posted: 12th Aug 2021 10:22
The Witch Town

Herbert Town used to be a quiet town, in fact, it was a small fishing village, a peaceful and prosperous village, which inherited the name of its founder, Thomas Herbert Scott.
Until the witch arrived, then everything changed, the fishing decreased considerably, the sea increased and flooded the village, the fishermen went out to sea and did not return, the town was filled with strange creatures, all those who did not die or disappear, they left. of the town with their families; now the land is a swamp, and the town, an abandoned town, inhabited only by the witch and her creatures.

The player
At the moment the dogs only watch me, sometimes I can see them and sometimes not, but I know that they are always close, watching my steps.
I haven't seen any creatures yet, though I suspect this may change, at any time.
I would not want those dogs to bite me, they are infected with the Z virus.
I need to get the magic map, then I will have to cross the gate of souls, I have no idea where it is, and I would even say that whoever is going to model it, has no idea either. LOL

Tree's stuff

In 3ds Max - Dead head - Polycount: 74K - Textures: 4k



In GGMax



Animated door - polycount: 47k - Textures: 4k



campfire in 3ds max - polycount: 114k - Textures: 4k



Skul table - polycount: 26K - Textures: 4k



The Z-Dog Harry's critter. Well done Harry! it works really well, even in GGMax.



Well, guys, on this adventure I decided to try the GGMax stock meshes, and the shanty collection comes in handy to build the witchtown.

The Town - Shanty Max collection.



Notice how the sky, illumination, fog (well it is no working as expected yet, but it matters a lot), affecting the terrain look.

Darkness affecting terrain look





The enchanted tree



The video coming soon, it will be a bit large, because I need to test a lot of things, especially dogs and creatures, wandering thru the town.

I'm working on the gate of souls, I have a lot done, and the animations work really good, most likely tomorrow you will have the video posted here, anyway, great news comes from yesterday's stream about animated decals back to GGMax, if they come with the fx shaders, it might help a lot.

This time double thanks guys, since there are double of the used pics.






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Posted: 13th Aug 2021 13:01
The witch in 3ds max - polycount: 12k - texture: 2k



The witchtown video
The video is a bit large since I need to test several things, in fact, I'm planning to fill up the town with creatures, it is not that easy to get to the enchanted tree, I am afraid this time player will have to take the gun, this is just a first taste, obviously the main trial will be done when AI being most advance, since atm anyone, can hurt the player.



I'm working in the gate of the souls, it is almost done, problem is that I want to place that gate in a crappy place, but still have no idea where. LOL

I'm working also in a female armor automaton, this is what I've done so far.



Back later with the "gate of souls" stuff.

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Posted: 18th Aug 2021 13:57
Hi, guys, I'm going to show the Gate of the souls, although it should be the second one, the first one should be "the entry " in fact, the player will have to cross 2 gates, and the entry, is the first one, but I wrong the video when uploading to YT.

Hopefully, the fog is fixed sooner, meantime this is what I've:

Gate of souls in GGMax
Polycount the whole mesh: 187K
Textures: 4k
Animated: Yes









When the player crossed the gate of the souls, he will end up in the year 1940, In a small town in England, where he must look for Old Jackson's father, who supposedly will help him find Latex for Joe (the robot), and deliver the relic to him, for the witch.
Something told me that it was not going to be that easy.

What our protagonist (the player) still doesn't know is that due to a miscalculation, he arrived at the test at the end of 1940, and by then Old Jackson's father had already passed away; I still do not know, but most likely he will have to go down to the depths of hell to talk to him, our protagonist needs to get the relic for the witch, or he will be a dead man.

At this point, things get interesting.

Unfortunately, I do not have the time to design and model the entire hell LOL, so I will use everything in my power, I need TGC to include a DLC from hell; come on guys! If you are getting ideas, this is a very good one. LOL

Back when the entry video being uploaded to YT.
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granada
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Posted: 18th Aug 2021 15:07
Creep Hans cool vid 3com, nice work

Dave
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Posted: 20th Aug 2021 13:05
@granada
Thanks, mate.
When we have a couple of FX effects support, it might be a bit better effect so.
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Posted: 20th Aug 2021 13:22
eh! guys, that's the entry door video as promised.
It is not the final work, in fact, almost anything does, all will be an evolution as soon as GGMax adding new features. This then doesn't work today might work tomorrow, so all is in the TODO list, don't worry about it, this may be bring us back to re-took something that in a certain moment does not work, but now it does.



The Player thinks this is the gate of the souls but it does not, this is just the entry to the place where the gate of the souls is.
He just will be aware of, when the troll informs him about it. (no time to make the troll speaking atm, but it will do it)

Meantime working on the medieval town the player will go, when he had crossed the gate of the souls.
Working on medieval chars to populate the marketplace.





Back with medieval chars when done, In the meantime, thanks for watching my vids and pics, and be safe. Who knows, maybe together we can show ourself that the GGMax is good for many things other, than just take goood screenshots.


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Posted: 20th Aug 2021 13:28
IMPORTANT CORRECTION
Guys, I was terribly wrong with the date. The correct date is 1840 and not 1940 as it says above.
If the protagonist traveled to the year 1940 he would find himself in the middle of the Second World War, and this would make this level a war game. nothing is further from my intention, I want the protagonist to travel to medieval times, in the middle to be exact.
Sorry about that, just my fault.
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Posted: 21st Aug 2021 20:12
Hi, guys, working on medieval chars to populate the place market, meantime just to take a break, I'm testing animated decals on GGMax.



ABOUT DECALS IN GGMAX
ATM, decals are working just as 4x4 or 8x8, using decal_animate4.fx or decal_animate8.fx respectively.
So, if you have a 120 frames animation (such as in the above video) you most likely have to reduce animation to 64 frames (8x8), and obviously, the animation doesn't run the same. Anyway, these guys are working on it.

Back when chars are ready and talking most of them.
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