3rd Party Models/Media Chat / Inspired again to carry on 3D Modelling-anyone still use Caligari

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Bored of the Rings
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Joined: 25th Feb 2005
Location: Middle Earth
Posted: 16th Mar 2019 10:38 Edited at: 16th Mar 2019 10:39
Hi all,

not sure if this is the right place, but am inspired to carry on with 3d modelling after several years not really doing any. I used to use Caligari Gamespace/Truespace 7.6 and wondered if these tools are still used by anyone and whether good to use for GameGuru as I always recall exporting out as .X but not sure if I am going backwards and need to invest more in newer modelling software that is more PBR capable. Sorry am so out of touch with this side of things. would be good to do more than just programming stuff.
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wizard of id
3D Media Maker
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Joined: 16th Jan 2006
Playing: CSGO
Posted: 16th Mar 2019 11:42
Hi

Whatever software you are happy with will do the trick.If you are just starting out again and need to learn the ropes again, give blender a bash, or if you have some spare money go for Maya, similar layout and menu system as blender.Truespace is pretty old but more then enough to do the job.

PBR is done by 3rd party software, however you can do it quite cheaply, with gimp, a 3rd party plugin makes it a breeze to create PBR textures.
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Belidos
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Posted: 16th Mar 2019 12:47
Ansolutely agree with wizard of id, use what youre comfortanle with. However, if you go down the blender route i would start with the 2.8 beta, they've changed the interface to be more like other more standard modelling interfaces and reduced the reliance on shortcuts so will be easier to relate to.

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Wolf
Forum Support
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Joined: 8th Nov 2007
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Posted: 16th Mar 2019 13:09
What wizard said. I still use Milkshape ¯\_(ツ)_/¯
Bored of the Rings
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Joined: 25th Feb 2005
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Posted: 16th Mar 2019 14:05
Thanks guys, I use blender , fragmotion and have used milkshake for editing, updating and exporting but not really modelledfrom scratch as such. Will give blender a try again.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
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Super Clark
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Joined: 4th Apr 2011
Location: UK
Posted: 16th Mar 2019 14:24
I'm also staring with the new Blender 2.80 new interface it does not export .x Only obj, .fbx and a couple of others.
to get a .x i import the obj into fragmotion then export .x
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osiem80
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Joined: 24th Jan 2019
Location: Poland
Posted: 16th Mar 2019 16:13
I use blender, there is also a direct x plugin for it but... it imports only the meshes, not the animations, exporting work perfectly.If u wanna import GG x. animations into blelnder u can use fragmotion, import the x, export as fbx and viola
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wizard of id
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Posted: 16th Mar 2019 17:44
Honestly not sure why you guys still use X file format it's long dead. With the addition of fragmotion for me I can bypass the format entirely and move directly to DBO files.

Sure it may mean and extra step or two, but for one you are no longer saddled with flipped textures and writing or vertices limits, exporting a static mesh directly from obj or FBX to DBO you can pretty much have any model size you want, I do however recommend keeping it under 25K under normal conditions.

Lee mentioned to me a while back if there is interests and enough people ask for it, he can add obj format to the mix, but I think it's just from the importing side of things will still be converted to DBO. DBO is far faster in gameguru then any other formats would be out of the box without some serious rewrites in code.Keeping it all one format keeps things tidy and performance in check.
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Belidos
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Posted: 16th Mar 2019 17:45 Edited at: 16th Mar 2019 17:49
I found the fragmotion fbx version to be a bit hit and miss for importing into blender, blenders fbx import only works with a couple of fbx versions, I'd suggest for statix models export from fragmotion in obj to import into blender.

Ive only ever found one .X importer for blende which again is really hit and miss, the blender .X exporter is great though, the only issue ive found with it is when exporting rigged models with weighting, it doesn't export the weights quite right for gameguru, but if you export it as .X from blender, then import it into fragmotion and export it back out again fragmotion fixes the issue.

I agree with wizard again, .X isnt the best format to work with, i only use it because i put stuff on the store and when i started uploading stuff in .dbo everything was rejected because the "gameguru ready" flag wont accept anything without a .X file in the folder.

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