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6

You need to render your scene twice. First, you render the scene from the view of the camera to texture. Then you render the scene from the players point of view, but with the texture applied to the cameras screen. What changes between the two render passes is the camera transform used, while the camcorder uses the orientation & location of the camera,...


5

No, Steam doesn't even allow you to send executables directly to them. What you need instead is a trailer, and at least four screenshots of your game. In addition to those, you need a written description of your game and a square-shaped branding image. You also need to have paid the Greenlight fee. Take a look at the Steam Greenlight FAQ, it was a great ...


5

This is the online tutorial I used for InnoSetup, and I can confirm it worked for me. At the part about the DataFolder they say this: Point the wizard to the main executable of your game. Now we have to add the MyGame_Data folder. Click the Add folder. A quick note about the MyGame_Data folder. You can select it directly, then click edit and set ...


4

You can export to Windows PC and Mac OS with the free edition of Game Maker (other export types, like web or mobile, require paid versions). To create an executable, just open your project, select File->Create executable The latest version of Game Maker Studio (1.2), the option you want is "Create Application": From there, you can save it as an installer, ...


3

Thanks to DMGregory I solved the problem. I will leave the answer here for others to see. In Unreal Editor, double click your texture to open the texture editor. Then, look at the 'details' section on the right. Find the 'Level Of Detail' section and open the 'Texture Group' menu. Choose '2D Pixels (unfiltered)', and you should have nice crispy clean ...


3

Automation is a common solution here. Create a build script that checks the date/time of source assets and automatically exports fresh game assets for the files that are out of date. The details of the script will vary depending on the content creation tools, and the type of assets. Some of them can be easily automated with command line calls to their ...


3

Z going up is a standard co-ordinate system for modelling packages since the early days when 3D Studio Max was the de-facto tool used by everyone, and was an originator of this standard. It's still present and documented in modern versions, e.g.: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-99C4C2C1-0971-48E2-8266-...


3

There are scripts available that do this. Though they may be a bit out of date. Perhaps not the simplest method, but you can write your own python script to export them. Using Blender scripting you can enumerate the objects in the scene and then enumerate through all the curves of a particular bezier curve.


2

Try this: import bpy myCurve = bpy.data.curves[0] # here your curve spline= myCurve.splines[0] # maybe you need a loop if more than 1 spline print("\n======================") for x in range(len(spline.bezier_points)): print("Point " + str(x) ,spline.bezier_points[x].co ,spline.bezier_points[x].handle_left ,spline.bezier_points[x]...


2

You can use Guillotine to slice the image along the guides or take a look at this plugin, which is used to make tiles out of an image - which is what you probably want.


2

One way of achieving this would be to save the portion of the screen where they've made their edits by taking a screen shot using the ScreenUtils.getFrameBufferPixmap method and then dumping the Pixmap data to a file using the PixmapIO class that can write PNGs from a Pixmap. public class ScreenshotFactory { private static int counter = 1; public static ...


2

Blender is a right handed coordinate system but you can export .obj and .fbx with whatever "up" vector you want. Selecting Y+ as your Up vector when you export your .fbx files should result in the orientation you're looking for. Link to a more detailed post about the blender coordinate system on the blender stack exchange


2

No, you will have to implement this yourself. While you can access some of the classes from the UnityEditor namespace while testing in the editor, they are unavailable when you actually build the game. The result will be that the game will fail to compile. So if you want any editing functionality within your game, you need to build that yourself using the ...


2

Merging multiple FBX files is actually fairly easy. You first need to bring all of the FBX files into Maya. As I have found out, this is fairly simple. Just open an empty scene, and drag and drop the files from a file explorer. Position all of the objects in Maya. If you are unfamiliar with Maya, itself, the basic transformation principles actually work ...


2

I'm not deeply familiar with Godot, but here's my interpretation based on reading the docs: Many game systems include a concept of "baking" data. The authoring tools might accept a wide range of "raw" asset formats — like png or jpeg — but these are often not ideal for use in the game runtime for various reasons: Their data layout is different than what ...


2

As you guessed, you can know the vertices order by checking the faces. To know how faces could be read, check this link. Next follows an example (C#) on how it could be done (no errors checking). public class Face { static int TYPE_BITMASK_TRIANGLE_QUAD = 0; static int TYPE_BITMASK_FACE_MATERIAL = 1; static int TYPE_BITMASK_FACE_UV = 2; ...


2

Cause of the problem: I have two scripts named p2.gd and p1.gd inheriting from a base player class. I had not named the base class. So, my p1 and p2 scripts contained references to player.gd in terms of paths. Solution: I used the class_name variable in gdscript to name the class and then refered to it in p1 and p2 scripts in terms of its name. Although I ...


1

I built the game with console and looked for errors. It said a 3 shaders were missing and told me to make sure it is included in "always include shaders" in ProjectSettings/Graphics. So I changed the size from 8 to 11 and added the 3 shaders and "voilà," which in french means and then I found out. Now my game looks much better!


1

The comment by DMGregory is correct, though the solution given is not complete. The most common cause is the project including icon.png as a default setting. For running on the web, you should convert this to icon.icns. You can use this free converter page to do that. Once you have the converted icon, go to Project/Project Settings/Application/Config/icons ...


1

Unity automatically converts blender to unity meshes/objects. You're probably having issue with normals here. In edit mode select all faces and hit ctrl+n then pick which direction you want the face to be. Before: After selecting all and hitting ctrl+n After togeling inside Notice how the faces are lighter? It's a quick indication of which face the ...


1

As far as I know, you can't directly encode the texture(s) into the fbx file itself. So, you can export the fbx normally (without enable media) and import that into Unity. Then, import the texture(s) into Unity and for the model's material, change its Albedo texture to the texture of the model. If the model has multiple textures for different parts of it (...


1

By testing. To test your installer - which you build with any of the many installer tools your favorite search engine suggests - you should use a clean virtual machine. Anytime you test the installer, you first reset the machine to it's initial state. Such a reset removes any changes made by a previous run of the installer, including things that are easy ...


1

It seems like you have many different meshes in the model you're exporting. Typically when you export a model, there will be a single mesh even though it may have physically separate parts. The crux of your problem being that animations work on a per mesh basis, so because you have 25 different meshes you're given 25 different animations. Take a look at this ...


1

There is a script available to get this job done. You can follow the instructions specified in the link given below :) ExportNormalmap Or else you can check this online tool to get normal maps from images http://cpetry.github.io/NormalMap-Online/


1

After another hour of researching and trying I finally solved the problem. As Shiro suspected it was not the rendering code that causes the problem. I tried it with models from which I know they worked for other projects and they were drawn just fine. So I began to search for issues with the lamp model itself. With the current Blender exporter, there is no ...


1

Autodesk has a FBX Converter, which can take .objs and output .fbx. Included is a command line tool, which you could call from your game at runtime. As long as you do not want to have that functionality distributed to every player, that should be enough.


1

Exporters are often very finicky. Try exporting nothing but a basic cube mesh. If that works, you know the issue is something within your mesh. Unfortunately, this part is hard to give a definitive answer on. Basically you have to go over your mesh and ensure there's no weird parts that could cause the exporter to crash. This could be disconnected vertices, ...


1

I would recommend looking into Python and the Python Imaging Library. I am developing my first cocos2d game and following guidance from a book, I am using the technique of slicing an image to use as the scrolling background of the game. The author recommends having each slice on a different layer in a image-editing program and exporting them to ...


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