Product Chat / my thoughts on FPSCR now known as Game Guru

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James Blade
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Posted: 2nd Mar 2015 06:42
well I made the gold pledge sometime last year. I started playing around in the engine and although what it offered wasn't eye popping edge of the seat graphics or action, it was easy to use, and fun to play with. I do think the idea behind this project is a great idea. hence why I made the gold pledge.

however that being said, I would like to say what has really been kind of detouring me from this game engine.

that is the scale issue.

I have been told that this is a issue that has to do with blender and has nothing to do with FPSCR. but to be honest I am not sure of that .

I have taken the same model, and imported it into Unity 3D, Torque 3D, Second Life, and FPSCR.

the model was super huge in Unity 3D,
it was just about the same scale ratio in Second Life and Torque 3D,
but in FPSCR the same model wasn't even the size of my foot. in fact if you wasn't looking for it, you wouldn't even see it.

I have been told to just upscale the model 100 times to make it the right scale for FPSCR, and it is blenders scale units that are the cause of this.

I am thinking if it was in fact blender offsetting the scale, then wouldn't it be the same size in all 4 platforms I tried the same model in. the fact that the model imports into two platforms about the same scale units as in blender, in another the scale makes the object super huge, and yet then in another makes the object super small. tells me it is the engine's scale that is offsetting the scale units between blender and the game engine.

to me this is something that makes the game engine less desirable, and unpractical to use.

the larger the model needs to be, the larger the texture needs to be for the U.V. map. instead of being able to use a 1024x1024 texture, you need to use a 2048x2048. problem here is that a 2048x2048 texture is 4 times the size of a 1024x1024 file. so it will take 4 times as much memory to load.

now I have tried experments in 3D world studio and the scale between 3D world studio and FPSCR was about the same, but I also noticed that in 3d world studio it creates things in a much larger scale then blender does.

I personally think it would be a very smart and good thing to make FPSCR/Game Guru be a lot more capable with Blender 3D.

Blender 3D is a very powerful and free 3D modeler. it would only makes sense to try and gear game guru to go hand in hand with it.





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wizard of id
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Posted: 2nd Mar 2015 07:07
Quote: "I have been told that this is a issue that has to do with blender and has nothing to do with FPSCR. but to be honest I am not sure of that ."
They are correct, you need to make sure you export the correct size.

To make things considerably easier is to import a reference AI character imported on a 1:1 scale and use that as reference, you need to make sure blender doesn't scale down the ref character.
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Pirate Myke
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Posted: 2nd Mar 2015 07:28
As WOI is true,

But in 3DMax when I try to export things in cm, They are always the wrong size in the editor. When I export thing in inches they are the exact size that I modeled them in. Set blender to inches and try that. Rescale the model to match the size in inches.
Make sure you are able to what 3d Max calls a reset Xform. This is used to reset the bounding boxes of scaled items to match the scene and set the axis orientation proper.

Export that model.
Erase the dbo and bin file of that model.
And import into the editor and test.

If you used the model importer, and used the scale feature inside, there have been reports of scaling issue after light mapping.

Give this a try and see if this solves your Issue. Best to just replace the Xfile, IMO
Let me know how this goes for you.
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James Blade
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Posted: 2nd Mar 2015 08:45
i have set it to inches, and still have same issue, the model needs to be super huge in blender just to get it to be life sized in Game Guru, well ok FPSCR at the time of my trials.

i was told just to keep it in blender units, and use the ratio of 100 blender units equal 1 game unit in Game Guru.

so to make something 5 feet long in game guru it would need to be 500 blender units in blender

and that is huge. way huge, too huge in my opinion.

i haven't used the model importer, i did all my tests back when it was still FPSCR i forget what version to be honest, but it was a while ago, back when you had to import everything manually.

i am not trying to sound like a sour apple here, I think that Game Guru could turn into something really great. I do not regret making my pledge in the least. but in all honesty. I was really excited when I first made the pledge. but after dealing with the scale issue, it really dampened my excitement and interest in the game making software.

i just stopped messing with it, for it was just too impractical to be working with models in blender for use in Game Guru.

i would really like to see something that would allow you to be able to keep your models at a workable scale in blender, while keeping them life sized in Game Guru.

i do not know anything about 3D max, outside of that is is a really good modeler to use for game creation, but it also comes with a big price tag that a lot of people can not afford.

Blender 3D is a very good alternative to 3D max, and is used by a very wide variety of hobbiest 3D modelers and indie game developers.

i just feel that this scale issue is going to detour a good many people from using Game Guru.
perhaps this will be addressed in the future i truly hope so, for i feel it is a must in order to make Game Guru a success.


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rolfy
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Posted: 2nd Mar 2015 09:01 Edited at: 2nd Mar 2015 09:09
I reckon Second Life is built around Blender use, if you use SL you will understand why most users of GameGuru find the editor so clunky in comparison. Building in SL is a breeze using widgets with the grid and the rotation around an object selected rather than the player moving with the camera is so much more intuitive. There is no reason why you would have to increase texture resolution for a model so long as scale and camera view is uniform, in 3d worlds scale is of no importance so long as the player view is matched.
I remember it being mentioned in the past by Lee that Blender support was going to be encouraged but nothing since, so long as you use feet and inches for scale you should be spot on whatever modeling program you use and I have heard other users of Blender say it is real funky to change, the default Blender scale is not real world units far as I can gather and the .x exporter is not fully functional in some versions .

All the same the collision in SL is hit and miss at best, Inworldz, which uses an older browser version but has been modded handles it all so much better and uploads are free as well so they don't rip the pants off you. Go figure why a subsidiary use of SL engine (which is open source) should be so much better then Linden Labs own engine.
Sounds a lot like FPSC mods to me
James Blade
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Posted: 2nd Mar 2015 09:55
yeah well yeah working in second life with their in world building tools is a lot easier then working in blender.

I was reffering to building a model in blender then importing into sl as a DAE file.

I will try to change my units to feet instead of blender units and see how that works out for me.

and yes the latest, well ok dunno if the latest version of blender for it been a while since I have opened it, the .x exporter didn't work right, I had to go in and copy and paste the .x expoter file out of previous version of blender and place it in the newer version of blender then it worked fine.
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Jerry Tremble
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Posted: 2nd Mar 2015 12:49 Edited at: 2nd Mar 2015 13:34
I use Blender and while I'm no expert, I've never had any trouble with entity size on export. 1 Blender unit = 1 inch as mentioned in many threads around here. That doesn't make anything too big or too small. Perhaps I'm missing the point here, but if it appears to large in the Blender workspace, I scale the display down so the model is easier to work with. That doesn't affect the actual model, it just makes things a little easier. If the object is so large that Blender clips the back part of the model, I increase the camera clipping, which is set to 1000 by default, and at that setting will easily clip an average sized building at a camera distance that is so close the object looks huge and is impractical to work with.


EDIT: I just tried switching to imperial units in Blender. That default 2 Blender unit cube represents a cube that's over 6.5 feet! Upon export, however, it's still a 2 inch cube. Infinitesimally small for a 6.5-foot cube! I'll stick with Blender units.
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James Blade
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Posted: 2nd Mar 2015 19:47
well I must be doing something wrong then, for I changed my units to feet and inches, made a simple flat block for the testing.
the measurements in blender was 40 feet long 20 feet wide and 3 inches high.
in game the thing wasn't even as big as my foot.

I scaled it up in the importer like 3000 times to get it to even be workable in game.
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snowdog
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Posted: 2nd Mar 2015 21:13
Basically each 3D cube in GameGuru is 100" x 100" x100" or 8 feet and 4 inches cubed. So if Blender is in inches each 3D cube is 100 x 100 x 100 in default Blender units.

If you have a look at Unfamillia's video tutorials in the 3rd party modelling sub-forum he explains things very well.
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Jerry Tremble
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Posted: 3rd Mar 2015 00:40
That's why I said stay with Blender Units! It's a 1 for one inch equivalence. And this is not just a Blender thing. I can import the Direct x file into any program that will accept them (that I own, of course, Milkshape, Fragmotion, Ultimate Unwrap, Truespace; There's probably another one or two) and that scale and measurement will remain constant throughout.
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