Game Development Community

Gamespace - Great modeling program, real cheap!

by Peter Ryan aka TorQue[MoD] · in Artist Corner · 11/10/2003 (9:22 pm) · 61 replies

Hey all. I saw an ad for Gamespace on Polycount and it looks like a really good modeling and animation program for Indie developers and it's perfectly priced.

Just thought I should mention it incase no one had heard of it.

www.caligari.com/gamespace/
#21
11/18/2003 (7:41 pm)
And besides, everyone here is looking at everyone elses games. If I saw a model that I built I'd know it.

Guns dont kill people, people kill people. :)

Matt Summers
Dark Industries
http://www.darkindustries.com
#22
11/18/2003 (7:56 pm)
Quote:And besides, everyone here is looking at everyone elses games. If I saw a model that I built I'd know it.
But could you prove it?
#23
11/18/2003 (8:30 pm)
Quote:
What's the difference between making a DTS importer and say a quake model importer?

1. I don't see any reason to have a quake model importer either.

As for what the difference is, the .dts format is still a proprietary format. The quake model format has become a "standard" especially via the Polycount site where people are posting their models to be shared.

Being able to import someone elses .dts model isn't going to teach you anything. Having someone write a tutorial that shows how to do a low-poly model and export it to the TGE engine would be much more valuable.

If you wish to make the importer... you will. Nothing said here will change your mind if you think there is a reason to make the exporter. But given the choice between two GS/TS exporter packages, one with an import option and one without... I would spend my money on the one without.
#24
11/18/2003 (8:54 pm)
The DTS import option if even added to the final version is the least of our worries right now. :)

I posted to get opinions so thank you, I'm sure your thoughts will effect if/how the importer is implemented.

I still see it as a valueable learning tool, even if we only use it with selected authors permisions to create examples of complicated pre-rigged objects.

All this aside, our main goal is just to have a working TrueSpace DTS exporter, which we are very close to finishing. As it stands tonight, nodes and animation are what's left.

We will also most likely be contributing back the corrections and additions we have made to the DTS SDK we needed to build the exporter in the first place.

So, I'm guessing this is the wrong room to look for testers in? :)

Matt Summers
Dark Industries
http://www.darkindustries.com
#25
11/18/2003 (10:28 pm)
Quote:
I still see it as a valueable learning tool, even if we only use it with selected authors permisions to create examples of complicated pre-rigged objects.

This I don't see a problem with.

Writing an importer for personal use I don't see a problem with.

If you write the tool, I'd suggest using it to generate a GS/TS version of the Torque Orc, TGE Guy, Buggy, etc.
#26
11/18/2003 (10:39 pm)
www.darkindustries.com/truespace_orc.jpg
You mean like this... :)
#27
11/18/2003 (10:54 pm)
Whoa, everyone just lost me. You see, im very new to modeling (just started about a month ago....) Im not too familar with what process I would have to perform in order to get my models into the TGE. All I know is that gameSpace does't have direct support for Torque. Being a complete noob to this, having a direct import/export to and from the TGE would be awesome. How come most of you are against this? I don't really understand :P
#28
11/18/2003 (11:12 pm)
We're not against Exporting from Gamespace to TGE.

We're against having a generally available .DTS importer.
#29
11/18/2003 (11:25 pm)
An importer would allow people to open up the game files and alter them, possibly finding interesting ways to 'cheat' and/or MOD, creating a possible mountain of headaches for developers of games.

This also opens up the possibility of people using our content (such as our content packs) by way of someone else's game, and not having read our EULA, violate it by re distributing the content.

We don't want to have to re-write our EULA to account for this, and I certainly would not want to have to get more legal to protect ourselves and our content.

We ae trying to grow a brand with our game, ThinkTanks, and it would pain me greatly to see one of our tank models driving around in some IOTD here on GarageGames.

Especially with lower priced apps, this is a can of worms that I personally don't want to deal with (and those who have online games probably don't want to deal with the headaches this may cause).

I have no problem with conveters or whatever for anyone to get a look at anything I have done for learning purposes. If I want to do that, I would release the model. Having everyone to have access to a model that I have made that I do not want out in the open (for wahtever reason) makes an importer a bad thing.

I see the value of it, but I also see the potential for abuse and the possible support headache for those shipping games right now that have DTS files included with their games and potential issues of copyright abuse by the end user.
#30
11/19/2003 (10:39 am)
@Joe- Never thought of that. I can see what you mean though. I would feel awful if someone look my creations and stole them. My ONLY reason for wanting a DTS exporter is so I can quickly get models into/out of Torque. Is there some way you can "block" people from taking your models?
#31
11/19/2003 (11:02 am)
If there is no importer, it would help. I am all for exporters.. just don't see the need for an importer.

If there is a DTS importer, there is not really any way to block anyone from opening a model.

Exporter = good

Importer = un-neccessary and potentially bad
#32
11/19/2003 (11:26 am)
I agree. Thanks for clearing things up for me;)
#33
12/01/2003 (6:34 am)
Any News on this? I'm PULLING MY HAIR OUT HERE!!!!!!!!! We want to start with our game. I Cant buy Max second hand. New is too expensive, Gmax I cant use. Maya also Expensive + no support. Lightwave also a no and Expensive. I sort of Settkled to buy GameSpace but......

I'm still unsure about these things?
Will it be supported etc.

1. How will the DTS nodes work? In Max there is a tree view + LOADS of tutorials on this subject. GameSpace None

2. Exporter for Torque - Any News - Will we have to Fork out for it?

3. TUTORIALS ON gAMEsPACE - tORQUE ...None at the moment that I can see.

4. AAARRGGHHH!!!!

5. Please get GameSpace to work with Torque so that a poor indie can start his game!!!! Sofar I worked out how a lot of stuff will work etc. Code - how to import levels ( having some trouble but should clear it up ) etc. Now How will collision points work in GameSpace?
In Max there is Nodes.

6. Milkshape = a no for modling for me.

7. :(

8. I'm getting swamped by deppression

9. Not Really

10. Just a bit anoyed.

Any help, comments info would be great. THere is a couple of GameSpace posts and i dont want to start a new one.

Thanks
#34
12/01/2003 (5:47 pm)
Nick,

You can check out more info on our exporter here.

The reason there are no tutorials for GameSpace/TrueSpace is that there isn't a complete expoter yet, and therefore the tutorial would be very, very long and begin with the words first learn to program C++. :)

The only major feature missing from our expoter is animation, and that we are hard at work on. We are also currently adding automated level of detail creation to our expoter (multires in Max), because caligari's LOD tool loses its UV mapping, thus negateing its usefullness. Our exporter does however support manual LOD creation if one is so inclined.

On the cheap there is a now working Blender exporter, and Blender itself is free. Caligari has also commissioned a developer to create an exporter for the upcomming TrueSpace GamePak and or GameSpace Updates, so at some point that will be an option for you as well.

We are preparing for an limited beta test and already have a few people helping test it even now. There will be doccumentation and tutorials when the plugin is done, it just dosen't make since to make them now because the process will and has changed as it is progressing. We're thinking of a release date in Mid Janurary but there is no date set is stone yet.

Feel free to email me if I can be of any help.

Thanks,
Matt Summers
Dark Industries
#35
12/01/2003 (6:36 pm)
Hey Matt.
Glad you are getting close on this. I have been using TrueSpace since about 3.0. I agree with Nick and every other Indy that do not have the $ to spend on 3DS. I have not tried GameSpace yet but I have no problems in buying it if you guys can get the animations in. I also do not have a problem in buying the plugin from you so long as it is functional, the price is right and the docs are there. Please put me on your list when you get it ready. If I can be of any testing services please let me know. I don't expect any deal on the cost of the pluging if I can help you test it. I would just like a good clean functional plugin for GameSpace.

Thanks!!!
#36
12/01/2003 (10:48 pm)
Yeah, Jackie - I'm with you on that one. THanks Matt.
#37
12/02/2003 (12:14 am)
I am a Lightwave 3D and 3D Studio Max user, I dislike the UI on truespace. Truespace has been always the low end 3D app for years... I don't like it.
#38
12/02/2003 (6:34 am)
Truespace/GameSpace are both suprisingly powerful once you get past the icon interface. Caligari has a PDF called Moving from Max to gameSpace, or just looking to compare the two? That has a feature comparison.

Both Max and Lightwave have their own learing curves, (I was trained in both) once you get past that is when you can really use the app below the surface. TrueSpace is very much the same.

For new and even old users I reccomend Caligari's "Spirit of the intface" video tutorial. It will give you a great jump start on using the caligari interface. and no, they're not paying me. :)

Thanks,
Matt Summers
Dark Industries
#39
12/02/2003 (9:41 am)
"hanging by your thumbs is easy once you get used to it" is a lame excuse for an obtuse user interface like all the caligari products insist on ( and 3DS Max to a certain extent also ).
#40
12/02/2003 (10:28 am)
Try using Blender once if you want to complain about interfaces... :)