Hi everyone. My friend just showed me this program and I must say it is really cool.
I’ve been tinkering around with the designer mostly but what I got really interestsed in was the geometry example in the API.
However I did some looking in the manual and it seems that all of the graphics are generated from "dry code" and .bin files.
What I mean by "dry code" is as opposed to something created in a 3D application. I suppose FMod has to have ome sort of equivalant of the 3D model so it knows how to handle things, but I didn’t see any 3D objects in the example.
My question is, would it be possible for me to make a house in say… 3DS Max or something and exported as a .x file or .obj and then have FMod do the geometry with that? I’m aware that I may need a graphics API… I think Dark GDK would work ok for that. But if I did use a graphics API for loading a 3-dimensional object, would I have to somehow convert it into that .bin file so FMod could see it or would it calculate it automatically? I’ve looked in the help manual but it doesn’t really say anything. I mean, it says how to generate one from scratch, but I don’t want to sit and calculate every point and face and also I noticed the model in the example had somewhat of a texture on it as well so yeah. Any ideas?
My other question is a bit more complex. A friend and I are trying to come up with concepts for making a rhythm game. I am planning on using the Sound Designer to do it so I have an eay way to load all the cues and layers.
It’s kind of like a DDR/beatmania/Space Channel 5 (from SEGA) type game where it just gives a sequence of notes and then you have to press them but I’m not sure how to tell it to look for each set of buttons.
Any ideas there as well?
The second question is a bit more complex I know but I’m really a bit more curious about the first one.
Thanks in advance.
- Dreamcube017 asked 8 years ago
You can definitely do the other parts of the game in basic C++ I don’t know anything about Dark GDK. If you’ve never programmed a game or an interactive app before I suggest you start by doing some reading on that topic. It’ll help a lot.
Most rendering engines have a function which will give you access to vertex data of any loaded models as an array of vertices. From that point it’s pretty easy to set up the geometry, just create a loop and for each vertex in the array, adding each of those vertices to the FMOD Geometry object.
Hope this helps,
- Guest answered 8 years ago
An obj file is just text. If you parse it yourself it should be easy to feed that data into FMOD’s geometry APIs. Would be nice if they did that for you, but it’s not very hard to do yourself. No need to involve DirectX, OpenGL, whatever.
As for the second item, I can’t think of a good way to do that within FMOD Designer. I guess you could try using wav markers with names, but it might get pretty cumbersome. We have some lightweight music minigame stuff and we put the timings into a game data file. That file references the FMOD event, but it’s "outside" the scopt of FMOD.
You might also check out Freetar Hero. They have a nifty little authoring app that’s free and writes easy to parse files.
Thanks for your responce.
Hmm… parsing a file… I’ll look that up as I don’t know how to do it.
As for the music thing, the only thing I’m really using Designer for is the music engine to make sure all the things sync up.
I figure I can have certain cues be called when the person presses buttons or does something. … It’d be a whole lot of cues though. I’m aware I can’t make the game with designer alone. The programming has to be done to do all the "thinking" and timing but just for the audio part, I’m wanting to use designer.
Freetar Hero? I’ll see what I can do with that. Thanks.
For all the other parts of the game as for timing and stuff, could I use something like Dark GDK or just basic C++ code?
- Dreamcube017 answered 8 years ago
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