Scripts / Import Gameguru scripts (behaviors) into Max?

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rickaitch
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Joined: 8th Aug 2022
Location: South Australia
Posted: 9th Sep 2022 14:25 Edited at: 9th Sep 2022 14:29
I've used a Gameguru model (DogMan) in a GG project and it would be perfect for a new GGM project I'm working on. When I place it into GGM it just sits there idling and doesn't react as expected to any GGM Behavior. How can Import the default GG DogMan script, which works perfectly, into GGM as a new behavior? I've tried 'Create New Behavior' from the behavior picker but nothing seems to happen. It seems that function is not working yet.
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AmenMoses
GameGuru Master
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 9th Sep 2022 15:56
I don't believe GGC characters work in MAX as the animation system has changed.
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rickaitch
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Posted: 10th Sep 2022 00:59
Hmm... shame. As I own both GGC and GGM I think it would be reasonable to expect that at some point we could use GGC models and their respective animations in GGM as well. The problem seems to be mainly concerning the animation frame start and end points being different.
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AmenMoses
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Posted: 10th Sep 2022 11:05
The animation system is completely different!

I don't know if there are plans to add back in (or simply enable if it is there and currently disabled) the old legacy system for backward compatibility but given how bloody awful the old characters were I can't imagine it would be a priority for MAX.
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smallg
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Posted: 10th Sep 2022 19:40 Edited at: 10th Sep 2022 19:41
you can use the old system for animations (i.e. open the .fpe and add the animation slots and frames as it would be in classic) so old classic models will work fine in max however it won't work with any stock scripts as they rely on the new animation system (i.e. names of animations rather than specific animation slots / numbers) and any AI logic will need to be rewritten for max.
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AmenMoses
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Posted: 10th Sep 2022 20:29
I couldn't get the legacy AI to work in MAX, and the animation side seemed a bit iffy as well.
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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 10th Sep 2022 21:14
I don't bother with GG chars tbh.
You would need to know the animations the char has, maybe fpe might help with this.
Import the char and create slots with the animations the char has, i.e.
run,10,100
walk,120,160
and so on.
Then you would need to reference those animation names, in the script, i.e.
SetAnimationName(e,"run")
LoopAnimation(e)

Maybe the better way to go is using a custom script.
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mikeven
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Posted: 11th Sep 2022 11:57 Edited at: 11th Sep 2022 12:44
Just for the fun, I uploaded herewith a demo of that beautiful 'dogman' in GG Max (TGC version - build 2022-08-19).


(It seems that the forum engine don't show 'large' ( 78 mbytes) mp4 files attached to a comment. If it is the case then I'll upload later that video on my Vimeo channel).

https://vimeo.com/748474269
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rickaitch
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Joined: 8th Aug 2022
Location: South Australia
Posted: 12th Sep 2022 01:18 Edited at: 12th Sep 2022 01:19
Thanks to all above for the extra info and other input. Mikeven, the video is excellent and has given me a glimmer of hope! The DogMan model is far too good to lose. I'll continue my investigation into some form of useable conversion, and I'll check out the role of .fpe files in the process.
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mikeven
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Posted: 12th Sep 2022 09:02
Rickaitch, thank you for your kind comment about my video.

I agree with all comments posted by GG (Classic and MAX) specialists in your thread.

I don't forget that the main purpose of GG MAX developers (Lee Bamber and the team of software engineers) is to provide an engine for users who want to create video games without having the difficult task to create artworks, animations and scripts (behaviors) controlled by a main Artificial Intelligence software and by a specific Collision System.

In that point of view GameGuru MAX is a success with its beautiful level editor.

Personally I am trying to integrate my own assets and animations in GameGuru MAX the importer of which is good (if you know a few tips and tricks to avoid some pitfalls relative to the imported animated assets) but I am conscious that the way is long if I want to re-create an Artificial Intelligence software for my own animated assets ( see comments posted by 'smallg' and 'AmenMoses').


Herewith is a screen capture of the script I wrote to calibrate my animated assets created with Daz Studio. It works good with the animated assets created for GameGuru Classic.
The problem with the animation system of GameGuru Max is that the walk animations (bipeds and mammels for instance) move the assets on the X and/or Z axis (movements on the ground).
The animation of the 'DogMan' of GameGuru Classic don't move on those X and/or Z axis.
It is the way I am creating my animations in Daz Studio.
I hope you could understand what I mean.
That method (no displacement on X,Z) could possibly offer an advantage in matter of collision as tested in some of my tests.



(That script was written a few months ago. Since then I learned more about the structure of the scripts relative to the behaviors of GameGuru MAX : for instance beside the implicit assignment of the behaviors, there are possibilities to indirectly assign behaviors to some assets in the case of multiple behaviors are required for a specific asset )
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