If you already have a d3d model skip to! 3D modeler software in this video Wings3d the 3d converter:New Version: Old version: scripts!
Create event: your model name in gm= d3dmodelcreate; d3dmodelload(your model name in gm,workingdirectory+' your model name.d3d') your texture name u want = backgroundgettexture(your background name) draw event: drawsetcolor(cwhite)//Make sure you're drawing correct color! Drawsetalpha(1) //Make sure you draw visible! D3dmodeldraw(your model name in gm,x,y,0,your texture name u want) //drawing relative to object on height 0, if u want change the z to the desired height! Music: Speedster Musicshake.
Top Posts & Pages. Recent Comments. is a nice and general implementation for the 2D case available at 2 with some hints for extending it to 3D. Practices —???????????????????????,???????????????????????. code promotion I do not know if it's just me or if perhaps everybody else experiencing issues with your website. It seems like some of the text.
–. Jeffrey A Voigt Thank you for this article.
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(1). (221). In / tagged / / by In this, the final part of the series, we’ll cover the long-awaited subject of 3D models, as well as highlighting some of the possible problems you may have as you attempt your own 3D games. Importing models Sadly, we’re not talking about shipping beautiful women into the country, but rather the process that you’ll go through to get more elaborate 3D geometry into your games. By this point, you’ll probably be feeling a bit constrained by the limited number of 3D primitives offered by Game Maker. This is understandable – you can’t very well build your next 3D shooter using nothing but spheres and cubes (although it could be interesting to try). Still, being able to create 3D models to represent game objects is preferable.
If you peruse the GM help, you’ll notice that there are a large range of commands to define models. Sadly, these require you to go about building the model point-by-point, manually inserting vertices, normals and all the other data you need with line after tedious line of GML scripting. As much fun as manually defining models is (not), an enterprising Hungarian named Zoltan Percsich has come to your rescue with a neat little freeware script for GM called. This script allows you to import 3D model files in.OBJ format, allowing you to build and export them from a more user-friendly 3D modelling program like and pull them into your game for easy use. As a result, we won’t be going into all those model commands, although you might want to take a look at them on your own later. Rather, we’ll be looking at using Mosaic Light to import and draw a 3D model in our game. In my case, I’ll be importing the building model that you see here as an example.
I whipped it up in, but you can use whatever 3D program suits you. Blender Firstly, I’ll need to export the model from whatever 3D program I’m using. This naturally differs depending on the package, but most should have the option to export to.OBJ format. Ensure that you select the option to export normal data if you want to do lighting.
Also ensure that the origin point of the model is where you want it. Some 3D programs export models with their positions relative to the world origin, meaning that you’ll need to reposition your model before you export. Fail to do this and your model will be off-centre when you draw it in GM. Secondly, we need to put the Mosaic script in our game. The file that you download from the link above will contain a sample Game Maker file that contains a basic importer and the scripts. You can merge this file with your project, but all you really need is the “createFromObj” script. This is the script we’ll run to pull our models in.
Next, I’ll create an object called Building. In my case, I place the following in its Create Event: myModel=createFromObj(workingdirectory+' Models Buildings Bulding.obj',false); Here, “myModel” is the handle that I’ll use to refer to the model that I import. I’ll use this in any functions that require the model as an argument. The importer script that we’ve inserted, createFromObj, takes the.OBJ model file you specify and translates it into GM’s model format, returning the handle once it’s complete. This script takes two arguments – the path to the model I want to import (as a string), and an argument that tells it whether to flip the face normals on import. Generally we don’t want this, so I’ve set it to false.
Now that the model is imported, we can draw it. We do this through a single command in our Draw function, after we’ve done all our translations as usual: d3dtransformsetidentity; d3dtransformaddtranslation(x,y,z); d3dmodeldraw(myModel,0,0,0,-1); d3dtransformsetidentity; d3dmodeldraw is a standard Game Maker draw command. The first argument tells GM which model to draw – in this case, “myModel”, which I declared in the Create event. The next three arguments are the x, y, and z coordinates where the model must be drawn.
Here they’re set to 0, since I’m translating using my transformations. The final argument allows you to specify a texture.
In this case, we don’t want one, so we pass -1. When we run the game with our building in it, we see it drawn in all its glory!
Building in the game Let’s go back a bit. You’ll have noticed that when we specified a texture for this model, we didn’t have the usual hrepeat and vrepeat arguments that we’ve been using for the primitives. This is because texturing for models works a little differently. You will need to texture your model externally, in your 3D program, by UV mapping it.
The process is, once again, different depending on the package you use, but once the UV mapping is done, all you need to do is export the.OBJ with UV data, and import the texture you mapped into GM as well. For example, I’ve UV mapped the following texture to my buildings using my 3D program, then exported my model in.OBJ with the UV data included. Textured building Niggles and other details We’re nearly done with this introduction to 3D graphics in Game Maker, but before we end, it’s important to run through one or two small things that may cause you hassles later on as you continue to build your 3D games. Transparency If you think back to the first tutorial, you’ll recall that we used the drawsetcolor command to change the colour of the primitives we drew. It’s important for you to realise that the other drawset commands also work in 3D. For instance, if you use the drawsetalpha command, you can have 3D objects drawn transparently, like so: There’s something wrong with this picture, though. Note how the buildings still obscure each other, even though you should be able to see them through each other (since they’re transparent and all).
• Specifications and features vary by model, and all images are illustrative. Products may not be available in all markets. Please refer specification pages for full details. Asus ranger vii.
The problem here is draw order. You need to ensure that the objects at the back are drawn before the objects at the front.
In this next screenshot, I’ve implemented some code that increases the object depth based on how far away it is from the camera. Since larger depths are drawn first, this ensures that faraway objects are drawn before nearby ones. Note that the buildings are now visible through each other, the way you’d expect them to be.
Rule of thumb – if you have transparent objects and they aren’t drawing the way you want them to, check the draw order. Ah, fixed it!. Lighting woes So you have a fantastic level built, riddled with lights, but when you run the game, things don’t seem to light properly.
Maybe the giant plane you’re using for a floor stays black when your walls light up fine, or maybe everything is black. Remember the following:. Remember that 3D objects will draw in black by default. You’ll need to specify a draw colour before they’ll become visible. A common complaint is that somebody is using a giant plane as a floor and/or ceiling for a level, but it isn’t lighting according to the point lights that are scattered around the level. The reason is simple. Game Maker uses Vertex Lighting.
This means that it calculates lighting based on the individual vertices that make up a 3D object. If you’re using a giant plane as one big floor tile, you only have four vertices at the far corners of that great big plane. Chances are that your point lights aren’t placed anywhere near those corners, so the plane won’t light up, and if it does, the entire floor illuminates. If you do want point lighting on your floor, use smaller planes as tiles (which can get really slow), or implement some form of light-based tile-colouring system. Naturally, a directional light will work just fine, since it has no position or range and illuminates the entire level equally. Clipping planes and view aspectSometimes the range of the default d3dsetprojection camera just isn’t good enough. Objects vanish behind a giant invisible plane at the far side of the camera, and you don’t want that.
Or perhaps you want a slightly wider view of your rendered scene. Well, you need the extended camera command. D3dsetprojectionext( xfrom,yfrom,zfrom,xto,yto,zto,xup,yup,zup,angle,aspect,znear,zfar) This command is used in place of your standard d3dsetprojection command in your camera’s Draw event. You’ll notice that it’s very similar, but that there are a few more arguments tacked on at the end. First is the “angle” argument. This allows you to tweak the camera “lens” to give you a wider or narrower view of the scene.
This takes input in degrees. Next is the “aspect” argument. This allows you to specify an aspect ratio (4/3, or 16/9) to allow for widescreen display.
Finally, there are the two clipping plane arguments, znear and zfar. Znear lets you specify how far away from the camera objects must be before they get drawn (it’s 0 by default), while zfar determines how far away the clipping plane is (that flat plane beyond which nothing is drawn). By tweaking these, you can increase your view distance, but beware! If the distance between them is too great, you’ll see triangular artifacts on models far away, where nearby surfaces “blend” into one another. It doesn’t look good at all, so watch your planes. Conclusion This concludes our little sojourn into the world of 3D Game Maker. Hopefully these tutorials have given you a better idea of how to go about drawing 3D graphics in GM, and also provided the tools you need to get going on your own 3D masterpieces.
Feel free to drop comments or ask questions – we’re here to help!
After becoming fed up with the traditional process of importing 3D models into, I decided to write an addon for which would allow direct export of 3D data to GameMaker – eliminating the need for weird middleware or slow/clunky import scripts. You can download this addon below, find instructions for how to use it, and this is where I will post all future updates to this project. Here is the most up-to-date version of the addon (last updated July 16, 2017): Installation Download the script, then open up Blender and go to File User Preferences, click the Addons tab at the top, then click Install from File. Once the script is installed, find it in your list of addons (type “gamemaker” in the search box, or click the Import-Export button tab to the left), and tick the small box on the right to enable it.
Click Save User Settings and close the window. Now you’re ready to start exporting models to GameMaker: Studio! Export When you’ve got your 3D model ready to export, select it, then click File Export GameMaker 3D (.txt). Next you’ll see the standard Blender save dialog, but it’ll have some new options specific to the GameMaker export addon in the panel on the left. There are a number of formats and model types to choose from now – here is a brief explanation of what each of the settings does: Format The desired output format of the model.
Basically, how you want your output data formatted. GML Script – The model will be output as a self-contained GML script, which can be added to your game as a script that you call to load your model. The script will return the new model’s id.
GameMaker Model – The model will be output in GameMaker’s built-in model format, and can be loaded to your game using d3dmodelload. Raw Vertex Data – The model will be output as a list of vertex data, which follows this format: x, y, z, x normal, y normal, z normal, uv x, uv y.
Each line is a vertex, and as with the other models, the number and order of vertices will depend on the model type you select in the next dropdown. Model Type The type/style of the exported model. Triangle List – The model is written as a list of its triangles. Line List – The model is written as a list of vertex pairs, one pair for each of its edges.
Point List – The vertex data is written as a list of points, one for each vertex. Apply modifiers Whether or not to apply any modifiers that might be on the object before exporting it.
Generally, it’s a good idea to keep this on, because otherwise the exported model could differ from what you’re seeing in Blender. Rotate X by 90 If you happened to create your model with the wrong orientation, or you imported it from a 3D app that uses Y as up (as opposed to Z) then this is a quick way to fix that in the exported model. It will rotate the model 90 degrees on the X axis. Mirror on Y Axis In Blender, the 3D space is oriented Z-up – but if you look at how X and Y are oriented, you’ll notice that Y runs positive in the opposite direction of how it would in a GameMaker game that is also Z-up. Therefore, if your model isn’t symmetrical, it will get mirrored going from Blender to GameMaker.
This option flips the exported model by mirroring it on the Y axis. Flip UV Vertically Similar to the issue mentioned above, Blender’s UV coordinates also run opposite to GameMaker’s on the Y axis, so you either need to flip the UV coordinates (which is what this option does) or flip your texture map.
Scale If your game uses a 3D scale that is different from Blender, you can use this option to scale the exported models, without having to work on models that are uncomfortably large or small, and without having to depend on scaling objects in GameMaker as you draw them, which often seems to cause the object’s normals to appear incorrect. Make Coordinates Relative This option will only appear if you are exporting the model as a GML script.
If enabled, it will add some extra variables to the script that lets you transform/translate the model when you call the model script in your game. This can be useful if you want to add multiple copies of the object to your game, but in different places, and don’t want to perform the transform/translation at runtime. Once you’ve chosen an appropriate path, filename, and the settings you want, click Export for GameMaker. The script will output a text file and your export will be ready to bring into GameMaker! Import Depending on which model format you chose, there will be different ways to get your exported model into GameMaker at this point. If you chose GameMaker Model or GML Script, you can follow the instructions below to get your model data into GameMaler.
If you exported the model as raw vertex data, it will be up to you to consider how you want to import (and utilize) the data. Importing a GameMaker Model This is the easiest way to get your model into a GameMaker project.
Just call the d3dmodelload function and point it to your model. Optionally, you may want to add the model file to your Included Files in the resource tree, so it always gets packaged with your game. You can also change the filename and/or extension to something else – GameMaker: Studio doesn’t care what extension the file has, as long as the data inside the file remains intact. Importing a GML Script If you’d rather have your models reside in your project as scripts (or, perhaps, you want to do some further manual tweaking of your model in GameMaker’s script editor), you can use the GML Script option. Open the text file the addon created and select everything there, then create a new script in your GameMaker project, name it something appropriate, and paste the model data into the script.
Now just call the script when you’d like to load up your model, and store the returned model id to use later for drawing, etc. Your script will have a few more arguments to it if you chose the Make Coordinates Relative option when you exported your model. Tips While this Blender addon tries to help alleviate a lot of the problems with importing 3D objects to GameMaker from other 3D applications, there are still a number of things to be aware of to ensure that the best results. Here are a few tips that might help you:.
Game Maker Model Creator
Make sure your object is oriented around the world origin (0, 0, 0) in Blender exactly how you want it to be in the game – this will be your object’s default rotational axis. Additionally, make sure your object is rotated and scaled properly to your game’s setup.
It’s a good idea to apply your object’s location, rotation, and scale before exporting. You can do this by selecting your object, then pressing CTRL+A, then applying each of these properties. This will move the object’s origin to 0, 0, 0, and also normalize the object’s scale and rotation.
The Edge Split modifier can give you more control over how your object’s normals appear in GameMaker. You can read more about using it. Don’t forget to set up your object’s UV’s, if you’re planning on drawing it with a texture applied. Blender has many tools to help you do this, which you can read about. Although this addon is built in a way that it should never perform any permanent, destructive operations on your models, always be sure to save your work in Blender before exporting, just in case Further Development Although this addon has reached a pretty good place in terms of features, there’s always more to add. Currently, I’d like to add support for GameMaker Studio 2/vertex buffers, but that’s all that’s on my list.
If you have any feature requests or bug reports, please and let me know! Additionally, you’re welcome to add your own functionality, which should be relatively easy thanks to Blender’s Python scripting system. If you make any big improvements or additions that you think I might like to see, please drop me a note. This script was built from an open source script originally written. I have contacted Jeff and he has indicated that he requires no credit or compensation for utilizing his script in this way.
You can view the original script’s license. Changelog 1.5.9.
Added proper changelog! Dax - Thanks for the reply Martin. So, just to clarify, MagicaVoxel outputs the following files: model.obj model.mtl model.png Blender will use your script and product a.txt file. I can copy and paste this.txt file into a script in GameMaker and display the model (without colour) To get colour on my 3D model you’re saying resize the model.png to 256×256 and import it into GameMaker Can you explain how to link model.png to my 3D model in Gamemaker? Do I need some sort of extra file like a UV Map? Sorry for the newbie questions, but I’ve never done it before;-).
In reply to Dax. Hmm I’ve never had that happen.
Have you tried a different location, just to check? I just downloaded the script and freshly installed it, and it works just fine saving to my desktop. Does your user name on your computer have any odd characters in it that might be throwing off Blender’s file system handling? Try saving to just c:/ (or some other root location) where there can’t be any folder name issues. Also, make sure that when you save, at the top of the save dialog: the upper input box has the location and the bottom box has the file name.
Let me know if this helps! Terrence - Hi, Martin! I’m finding a bit of trouble in the rendering portion of the 3D object, which my subsequently label my problem as a Game Maker problem that can easily be remedied, with help. My problem is, when attempting to draw the 3D model in-game, it doesn’t show up! Here are the steps I’d taken before meeting this problem: 1) I went through the process of opening a.OBJ model in Blender, using the addon to export the model as a.txt file, and copying the script included in the.txt file to a script in my game. 2) (This may very well be where my limited knowledge of 3D in GM:Studio got the best of me) I called the script in a code box in the Create event of the object that I chose to render the model.
To call the script I simply typed out the name of the script (in this case it’s “modelbuildtree;”) and that was all I kept in the object’s Create event. 3) I went to the object’s Draw event, placed a code box, and typed out d3dmodeldraw(temp,x,y,0,global.texturetree) (I have a solid green texture saved as “global.texturetree”, this for sure isn’t the problem) and left the draw event at that. I already have d3d started and everything for the room of my game, as I am able to see 3d blocks I’d previously made. So at this point, I placed the object, with only two lines of code (one in the Create event, and one in the Draw event) into my room. 4) I ran the game, and in my room I could only see the 3D blocks I had placed previously, no 3D model of a tree anywhere to be seen. There is a very good chance that I missed a step setting up the script to actually render the 3D model in game, so I’d like you to enlighten my on whatever else I need to add to the coding of my game to get the model to show up, if you don’t mind, that is!
Thank you in advance! Erdrick The Hero - Martin – Thanks for the script!
So far, I’m finding it to be pretty useful, but I’ve hit a bit of a snag: When importing my model into GameMaker, I am able to display the model perfectly fine in a solid color, but when applying the texture, it appears as if my UV map is completely ignored, and the texture is just fit randomly onto the geometry. Now, I’ve only just started modelling for games (my previous modelling experience was for technical and architectural drawing, and it wasn’t ever necessary to apply a texture via UV map), so it’s possible that I’m misunderstanding something – but the texture fits my model fine in Blender. Any hints as to why this is occurring?
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Download the obj-importer here: - One of the few things which i was working on was an self scripted 3D Model importer. There are plenty of import scripts already online, but none of them gave me the results i wanted. Sometimes my.obj files wasn't comapctible and sometimes i was forced to change something on the model itself to make it 'importable'. Now i have a script which works perfectly with GM and with Blender. (and i learned a few things about model export.:D) I also added the functionality to import obj Materials (.mlt) and to use them in Game Maker. This also works as you can see in this Video.
The only thing which i'm doing ist to read the color of the Material for each Vertex and apply it with d3dmodelvertexcolor in the model creation. You can also see my current character rig for the 3D character model from the game 'celerity'. Hope you enjoyed this video.