001 Game Creator

001 Game Creator

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3D
By Lee
Tips and recommendations for creating appropriate 3D assets/animations for use in 001 Game Creator.
   
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Recommended 3D Applications
Below is a list of recommended 3D applications for creating 3D assets for use in 001 Game Creator:

Blender

  • License: Free
  • Bone Based Animation Support: Yes
  • Scale: 1 Blender Unit (Within the dimensions portion) = 1 pixel within 001.

Example - A cube in blender with the dimensions 32x32x32, will equal a 32x32x32 cube in 001.

(Scale refers to the dimensions of your object, since the Scale can be set in Blender to any unit value it is best to disregard it until you better understand Blender.)

Specular Components - whilst using Blender and exporting via the DAE exporter, it should be noted that a specular component of 0 will automatically default to 40.

“Why is my model so much darker in 001?”

Blender has a material settings panel that can change the diffuse color of a model, which affects the texture. Setting the diffuse Intensity value to 1 in this right side dash Material Panel fixes this issue.



“How do I export an animated model from Blender so that I can import it into 001 Game Creator?”

The easiest solution would be to select the armature and then export it as a COLLADA (.dae) file (see image below for export settings):



Please note that the “Copy” option (bottom of second panel) should only be selected the first time you export, otherwise it can cause the texture to no longer display on the model. Blender also has issues importing COLLADA files so it's recommended that you save your model as a .blend file before exporting so that you can easily modify your model later on if needed.

Wings3D

  • License: Free
  • Bone Based Animation Support: No
  • Scale: Unknown

Milkshape

  • License: Free
  • Bone Based Animation Support: Yes
  • Scale: Unknown

3DS Max Studio

  • License: Paid
  • Bone Based Animation Support: Yes
  • Scale: Unknown

Sketchup Make

  • License: Free for non-commercal use
  • Bone Based Animation Support: No
  • Scale: 105' = 32 pixles
  • Export Format: .dae


Supported File Types
The following file types are supported for static models in 001 Game Creator:

  • .dae
  • .blend
  • .obj
  • .x

The following file types are supported for 3D animations in 001 Game Creator:

  • .dae
  • .x
Import 3D Models
Importing 3D Models into the Sprites editor works similarly to regular Sprites. Click on the “Add Animation” button to the right, then click on the plus (+) symbol and instead of selecting “Images Files” for regular 2D Sprites, select “3D Model” from the drop down menu instead.

Master Segments

When the “Master 3D Model” option is filled, “Master Segment” will be enabled in the animation list underneath “3D Model”. Master segments allow you to reference a track and sequence time.

Time Scale of Master Segments - 30 frames per second or 0.33 per frame within the Add Master Segment of 001
Texture Mapping
Color/Diffuse Mapping - is the base texture of the 3D model.

Normal Mapping (Optional) - is an optional texture used to add higher detail to the 3D model. Most commonly used to reduce the need of high poly models (thus conserving resources). With the introduction of 3D, Tile-Sets now support normal mapping.
Bones
001 Game Creator allows a maximum of 40 bones per model. Please note that 001 Game Creator will only allow a bone to affect up to 4 vertices. For optimal versatility, please set aside 4 bones for holding points.
Polygon Count
Polygon count is a widely debated topic. For Tile-Set models (plants, desks, etc.) you should aim for as little polygons as possible, whereas Actor models (characters, vehicles, etc.) can use a little more. The recommended maximum polygon amounts for use in 001 Game Creator are listed below:

  • Tile-Set Models = <100 Tri Polys
  • Actor Models = 3000-4000 Tri Polys (PC)
  • Actor Models = 1000-1500 Tri Polys (Android)
Holding Points
Holding points for 3D models in 001 Game Creator are automatically calculated based off the location and rotation of bones in the model. Each bone name must correspond with the holding point it represents. For example:

  • Holding Point 1
  • Holding Point 2
  • Holding Point 3
  • Holding Point 4
Orientation
An object's origin is the point at which rotation occurs and the point at which coordinates for the model are read. For example:

The origin for Actors should be directly centred at the base of an Actor.

The origin for Items should be where you intend the Item's holding point to be at to allow for direct snapping to holding point bones.

Holding Point Orientation

For best results it's recommended you set up your Items to go along the Z+ axis. To ensure proper rotation for animations, the side you want for slashing or striking should be aligned to the X axis (see image below):



Holding Point 2

If you want a shield to display properly the top of the shield should be oriented to the Z+ axis whilst also facing X+. Make sure the width is aligned along the Y axis (have a -90 degree turn to the shield to make things simpler).

Holding Point 3

Is set at the belt of the model's left side and has the same orientation alignment to display as Holding Point 1 or Holding Point 2.

Holding Point 4

Is oriented at the model's back and should have the same alignment for weapons. Shields, on the other hand, align width-wise along the X axis and the front should face Y+.
Troubleshooting
“Nothing is showing up!”

Check your scale. If your scale is too small or too big then nothing will show up.

“I know animation is supported but how do I bring it to 001 Game Creator?

To export animations it is best to have an armature for your 3D model. To export the armature and all children of said armature, you highlight your armature, hit export in Blender under file, then choose which format to export to. In that screen you scroll down and check the children and armatures boxes, also remember to check the boxes for materials and textures.

“I can add 3D models as Sprites but can't add them as Tile-Sets?”

To import a model to a tile make sure your Tile-Set is set to “Lower Object”, then right click it, select “Replace”, click on the drop down menu in the bottom-right and select “3D Models”.

“Color/Diffuse textures aren't showing up!”

Make sure the assets are in the same folder.

“How do I fix vertical/horizontal lines from appearing on my floor/wall tiles?”

In the Tile-Sets window, click on the “Edit Compression” button to bring up the Graphic Platform Compression window and then select the “Padding” option.