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Fragmo

fragMOTION 0.4.1 beta released

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nts    968
Your site is broken, i can't see any images on there and i can't download the program (getting a forbidden message). Tried with both IE and FF but no difference.

Would like to see and try your modeller, currently looking for one to use for my game.

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mikeman    2942
Congratulations, very good job!
One thing: I load MD2 models, but I can't understand how to play their animations. I select the animation, push the "play" button but the models don't move.

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Fragmo    187
nts, try it again, I think I fixed the problem you were having.

mikeman, thanks for the heads up, the .md2 importer shouldn't even be in the install since fragMOTION only handles skeletal models right now. I've been thinking of how I can mod the program so it'll handle vertex animation as well but I don't know when I'll have that done.

dave

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SnakeHunta    148
this is amazing. as said earlier this will replace character fx and milkshape. The no poly count limit is amazing compared to milkshape and the potential for bump maps and detail textures is wicked :) So far everything I have used it for has worked beautifully (animation of .ms3d files). I also love how you show vertex affiliations with bones.

I do have a question for you. Did you develop this using mfc?

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evolutional    1393
Wow, this is some pretty good stuff. I just had a quick play in it and I have to say I like it. UI is friendlier than Milkshape yet it has the same feel to it. It even has UV unwrapping tools, meanig I wouldn't have to crank Lithunwrap. When are you expecting to release it and how much will it be?

EDIT: Will you be publishing details of the file format?

Good work!

-Oli

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Fragmo    187
SnakeHunta, fragMOTION was developed using ATL.

evolutional, I'm planning on releasing it sometime in December. There will be at least one more beta release before then. The price will probably be $15. I'll definitely publish the formats for both .arg and .ugh files when I release the sdk. The sdk should be available in a few weeks. Also, if you try out the unwrapping, I'd be interested in hearing your opinion on that too. I've seen some problems with seam detection and I'm curious to know if anyone else has trouble.

Thanks for your time guys,
dave

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nts    968
Quote:
Original post by Fragmo
nts, try it again, I think I fixed the problem you were having.
...


It works now, thanks

I tried the modeller and well what can I say, i really like it. Very intuative, was up and modelling in the first minute. Created a model then unwrapped and textured it. I haven't tried animating yet but if it is as good as just modelling, assuming it is from what i've seen, then i think i just found the low poly modeler for my game. :D

Just waiting for the SDK and file format now

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Fragmo    187
I just posted fragMOTION 0.4.2 beta. This fixes bugs in the background images and multiple vertex assignments. It also adds support for DirectX .x files. I'm hoping to have the sdk posted on Nov. 23, but if I miss that date it will be about a week later. If you find any bugs in the program or have any comments/suggestions you can send them to support at fragmosoft dot com.

thanks,
dave

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Seriema    634
Hi!

That looks pretty impressive! And you made it with ATL? WOW!

I don't know anything about modelling, but I thought I'd decompile a HL model I had.

...alot of files...
Sequence: D:\My Files\Study\self\ThumbView\TestImages\new\crouch_shoot_grenade_blend2.smd
Sequence: D:\My Files\Study\self\ThumbView\T

and there it stopped, in the middle of the path. I had no idea there were so many small files in there, so I can't say if it succeeded or not. But the done button is active.

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Fragmo    187
Thanks for the feedback, I've seen that problem myself but I haven't been able to determine why it truncates the output. It only seems to happen with larger .mdl files, particularly the counter strike models. The original half-life models usually don't have a problem. I'm fairly certain it's extracting all the files though.

dave

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Fragmo    187
Seriema, I figured out why the output was truncated in the mdl decompiler, the text box has a limit of 32k chars and large models will exceed that. A fix for this will be added to the next release,

thanks,
dave

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RolandofGilead    100
Do you intend this to remain freeware?

Also, I'm so glad you're using Lua, see my link for why, though my lib still doesn't write files and I haven't written anything to interface with fragMOTION so you can safely ignore this...whole sentence really.

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Axiverse    366
didn't he say $15? anyways... paid things are really awful for some of us who are not 18+ and don't have a credit card =).

Grr... XD

---

yay finished dl'ing! Anyways great - .x files are good, and it's great overall!

anyways... what is ATL? and also are you working on this alone?

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Fragmo    187
Axiverse: ATL is similar to MFC, google for 'active template library 3.0' for some links, and yes this is a one man operation.

RolandofGilead: fragMOTION is a commercial project. That's an interesting idea to load files into lua, when will it be able to write the files to disk?

also, has anyone tried the schema examples listed on my website? http://www.fragmosoft.com/fragMOTION/Help/Samples/Samples.html
They demonstrate some of the more powerful features of fragMOTION.

dave

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RolandofGilead    100
Quote:
Original post by FragmoRolandofGilead: fragMOTION is a commercial project. That's an interesting idea to load files into lua, when will it be able to write the files to disk?

Thank you. As for when, um, as has oft been said of many software projects-when it gets done.
I don't suppose you'd mind giving a comment or criticism on how the lib was organized. :)

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