Product Chat / Latest Beta GG Importer

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GraPhiX
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Posted: 8th Sep 2017 12:54
Hi Lee

well done on the fantastic work the PBR looks awesome can I ask if you are working on the importer can you also update the collision tab trying to edit/add collision boxes is a nightmare in the current build I think a 'free flow' camera would help we need more precision if possible

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granada
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Posted: 8th Sep 2017 13:10
Not sure what you mean,I thought you just chose box or poly collision for the models .
(Don't use it much )

Dave
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Belidos
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Posted: 8th Sep 2017 13:18
You can switch the importer to collision mode and define a number of boxes for collision, it's like box collision but uses multiple boxes to give it a more defined shape.

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Bored of the Rings
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Posted: 8th Sep 2017 13:58
yes the last time I used the importer and attempting to set up collision boxes was a right nightmare if I recall. Getting better precision to place the boxes was not easy and sometimes impossible. would be great if that could be fixed/improved although I guess it's not high priority at the moment I guess
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GraPhiX
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Posted: 8th Sep 2017 14:52
Quote: "although I guess it's not high priority at the moment I guess"


I think it is, simply because a lot of artists will be chomping at the bit to create PBR assets so if GG can make that a simple process with the importer we will have a lot of assets in no time
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granada
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Posted: 8th Sep 2017 14:56
Send Lee a email ,now is a good time as he is working on the new importer.

Dave
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Bored of the Rings
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Posted: 8th Sep 2017 15:30
well that would be awesome if it could be improved in the next release....
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Belidos
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Posted: 8th Sep 2017 17:44
I never use the importer anyway, i always do it manually, it's actually easier than using the importer. So yes work really does need to be done on the importer to make it more user friendly, i don't personally know why i find it so clunky and difficult to use, i just know i would rather manually write FPS's than use it. To be honest, i'm not sure why we need a dedicated importer as such, a system like unity where you drag the model into the editor, then add each of the textures in the properties, and choose your collisions, scripts etc like Unity would be far more user friendly

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granada
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Posted: 8th Sep 2017 18:21
Quote: "To be honest, i'm not sure why we need a dedicated importer as such, a system like unity where you drag the model into the editor, then add each of the textures in the properties, and choose your collisions, scripts etc like Unity would be far more user friendly"

Hoping for a lot there,but it would be cool though .

Dave
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DVader
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Posted: 8th Sep 2017 22:53
I've imported models both ways and in honesty, find the importer more convenient, particularly if you have a few models. For importing basic models the importer isn't that bad. It's certainly less hassle than manually copying fpe files and editing them to suit the new model each time. Each to their own I suppose, I've been about since GG was first launched as Reloaded and so have had to manually import objects a lot. Since the importer was released and stable I haven't bothered doing it manually unless forced to.
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OldFlak
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Posted: 8th Sep 2017 23:25
Quote: "I've been about since GG was first launched as Reloaded"


Me too, but I don't use the importer, I always just do the whole thing manually,

I just edit the FPE for a given model as I tweak the model itself. Actually i have never even fired up the importer once - guess I should take a look at it some time

But as said now is a good time to shoot Lee an email about it....

Reliquia....

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GraPhiX
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Posted: 9th Sep 2017 00:10
thank you all for reading and commenting I have emailed Lee with a request for this
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LeeBamber
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Posted: 10th Sep 2017 14:23
At the moment, the Import Model feature is just a simple conduit to getting a variety of FBX model types into GameGuru complete with textures and animation. Once we have a good pipeline for content importing, I do want to improve the Importer to give it a full gamut of tools such as animation editing and mesh adjustment for collision and occlusion, but I think this would be something I add to the voting board to see how much the community would want these extra features. I personally would like to see the Importer transformed into the main method of bringing in content, rather than rely on the stock assets, as it would teach users much more about creating original looking games, and of course, provide the flexibility to tailor and optimize assets as the need arises.
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GraPhiX
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Posted: 10th Sep 2017 14:33
thanks for replying Lee that would be awesome if we could add it to the voting list
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Gtox
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Posted: 10th Sep 2017 18:15
I think that importing and editing all the settings (including animations) via the editor, would make a big difference, and I'd like to think it would get to the top of the voting board pretty quickly.
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DVader
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Posted: 11th Sep 2017 08:40
Quote: "I think that importing and editing all the settings (including animations) via the editor, would make a big difference, and I'd like to think it would get to the top of the voting board pretty quickly."


Agreed. It would be great to be able to add in your own animations for characters in editor rather than have to use a 3D package. I for one, gave up trying to add any boned anims from Blender ages ago as they never worked It took a lot of time and effort to work out how to get it done in Blender in the first place so I was not happy when GG refused to co-operate. That was a long time ago now, but I've felt no need or urge to repeat the experiment since.

It will be interesting to see what will happen to GG in the near future.
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Gtox
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Posted: 11th Sep 2017 11:08
@DVader - I think it's unlikely that we will get to edit the animations themselves in GameGuru. I was setting my sights a bit lower - editing the frames in the editor, rather than the fpe. Constantly opening and closing GG every time I make a change to the fpe is a PITA.
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DVader
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Posted: 12th Sep 2017 13:49
@Gtox. Your probably right. When I saw this:
Quote: "I do want to improve the Importer to give it a full gamut of tools such as animation editing and mesh adjustment for collision and occlusion"

I thought that would mean real-time editing of anims If it simply means I can set frame numbers, not so exciting

I remember the pain of getting an object right and having to re-start as you say. I seem to remember my last efforts only required a fresh map loading up, rather than re-starting GG. I could be wrong, but it's worth a try As long as you are not changing the actual models textures or .x file.
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Gtox
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Posted: 13th Sep 2017 09:43
@DVader - hey, that actually works (loading fresh map). That'll save some time, thanks!
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DVader
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Posted: 13th Sep 2017 17:16
No probs. I've picked up a few tricks after all the GG time I've put in
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