Game Making & Editing FAQ/Q&A
Below are answers to common questions and problems, or Frequently Asked Questions, that often go unanswered that User Generated Content creators or game developers need answering that haven't been elsewhere. For a full list click here »
September 17, 2015, 04:05:19 AM by kat
Windows 10 appears to be randomly starting systems that have been shut-down without user input.
When a PC is shut-down from Windows 10 "Power" Start menu option ("Start » Power » Shut-down"), systems may restart on their own without user input (the user pressing the power button) anywhere from 30 minutes to several hours after the action. There may be no immediate or apparent reason(s) or causes for the computer to start-up unassisted.
There are potentially a number of reasons why a computer may boot and start-up unassisted.
If the PC successfully boots into Windows, to find out what initiated the boot call, from the "Command Prompt" ("Start » All apps » Windows System » Command Prompt" (right-click "Run as administrator") type "powercfg -lastwake". This will report the last item to initialise the computer and narrow down the device or service making the call.
If nothing is listed using "powercfg - lastwake" check to make sure the system is not set to "Wake on Lan". This may need to be done in both Windows 10 "Device Manager" and the systems BIOS (usually "F2" or "F10" to access on start-up). To access "Device Manager" click "Start » Settings » System » About (bottom-left menu) » Device Manager (bottom-right panel)". In Device Manager click the arrow (">") to the left of "Network adapters" to access the available hardware, right-click each entry in turn, select "Properties" and in their respective "Power Management" settings check that "Allow this device to wake the computer" is DISABLED (NO checkbox).
Additionally (and depending on availability, optionally), when checking the PCIe Lan properties (settings associated with a hardwired connection to the PC and not the Wireless device) click "Advanced" and scroll down the options shown to "Wake on Magic Packet"; set the "Value:" to "Disabled". Similarly for "Wake on pattern match"; set it to "Disabled". This essentially turns off 'wake' calls received over Lan.
If the above fail it may be Windows 10 "Fast Boot" ("Fast start-up")feature design is causing the issue (may also applicable to Windows 8.1). With this enabled when a system is shut-down from the Power menu options it does fully power-off the machine but instead goes into a state similar to "Hibernation" (as opposed to "Sleep" mode) where certain features, services and devices are kept alive in memory to speed to the boot process - from a 'cold boot', all system devices have to be initialised which can take some time to do, "Fast Boot" relieves this by keeping some services in memory requiring fewer to be started on boot, thus reducing boot time. For "Fast Boot" to work, PC's are shut-down but not completely powered-off (so memory can remain active). This 'state' may result in systems randomly booting up without user input or prompting.
The "Fast Boot" ("Fast start-up") feature is part of Windows 10 "Power & sleep" settings and can be disabled (admin rights required). To access click "Start » Settings » System » Power & sleep (left menu)" then under "Related Settings" to the right click "Additional power settings". When "Power Options" opens click "Choose what the power buttons do" on the left then at the top of the page click "Change settings that are currently unavailable" (admin rights required). Scroll to the bottom of the page and under "Shut-down settings" disable "Turn on fast start-up (recommended)" (no checkbox).
July 17, 2015, 04:18:21 AM by kat
Typically Normal maps are converted into Bump or Height maps by simply opening the Normal map in an image editor and using some form of image desaturatation, either a filter or some other image process that swaps Normalised RGB colours for grey-scale values. This an incorrect approach to take because the variable colours present in normal maps do not represent the same light=height, dark=depth approach to creating the illusion of a three-dimensional surface. In other words, Normalised RGB colours and grey-scale tones are not interchangeable, they each represent completely different types of image data.Shown above a Normal map (left) has undergone a simple image desaturation process to 'convert' the image to a series of grey-scale tones (right). This causes issues however because the filter interprets lighter normalised colours, the pale blues and greens, as light-grey tones, which are in turn treated as 'height' elements of the resulting bumpmap (vice versa for darker colours)Solution
The Correct way to convert a Normal map into a grey-scale height or Bump map is to open the Normal into a proper Normal map processing application like nJob, or an image editor with a Normal map filter that can invert-process normal maps, and selecting the appropriate option to convert or reprocess 'Normal to Height' (in the case of nJob) or 'Normal to Bump'. This will desaturate the Normal map by correctly reinterpreting the three-dimensional structure represented by the Normalised RGB colours as simple Z-axis 'height
' and 'depth
' values.On the left is the original 'template' used to generate the normal map. On the right is the result of reprocessing the actual Normal map in nJob. Although there are minor differences between the two, they are far less significant than those resulting from simple desaturation. In-game especially, the difference is noticeableAdditional Resources
- Bake Normal maps from meshes using Cycles
- Bake Normals using Blender Internal
- How NOT to make Normal maps
- Make Normal maps from Images
July 14, 2015, 12:27:59 AM by kat
Mesh Structure and Quads
Generally speaking there are a number of reasons why preference is given to modelling using quadratic
") instead of, or rather than, triangles
"). From a production point of view, i.e. making the content used in games, quadratic faces greatly aid the editing process because they allow certain functions to freely flow around the object. The reason for this has to do with the way mesh structures are generated as a lattice, a collection of vertex points connected by edges that define a space, which is then filled with a face. This lattice is 'formal', it follows a set pattern to aid speedy analysis when traced whilst minimising the amount of backtracking that might be necessary to catch missed edges, slowing down the process. In other words edge orientation flows in a particular direction (usually bottom-left to top-right) to ensure a given structure is rendered as quickly as possible regardless of individual faces being 'quads' or 'tris'.Quads and Striping
The effect this mesh lattice has and the way it's processed, a procedure called "Striping
", also affects the way certain structures appear, and is one of the reasons why meshes are broken down into triangles before export for game use. Shown below for example is what this means. If a four sided cone is needed, because the triangle strips orientate by default from bottom-left to top-right, the bottom-left and top-right quads have a virtual edge that travels up the longest diagonal (corner-to-centre) making the face appear convex (it has a hump) when it should properly be concave - which requires the edge to travel along the shortest diagonal (edge-to-edge). Wanting a cone would necessitates the two quads in question being broken down into triangles and the longest diagonal edges being turned against the natural flow of the triangle strip (select the diagonal edge after splitting the face, "Ctrl+F » Rotate Edge CW
") to create a concave surface from the two triangles. Exported for game use the default orientation of the triangle strip often means edges are flipped the wrong way relative to what the artist intended so manual turning is often necessary.
Design note: for editing purposes, a quad can be broken down into triangles, the diagonal edge turned, with the two faces joined back together (select, "Alt+J") to form a quad with a more appropriate edge orientation that doesn't affect the ability of the face to be cut and manipulated as normal.
Quads and Mesh Editing
From an editing point of view the difference between 'quads' and 'tris' is important insomuch as they make the editing process easier or more difficult when performing certain basic functions like cutting, splitting or dividing surfaces. When cutting a face the application needs a way to determined whether that face can
be cut, and if the cut can propagate across other faces
. For quads cuts can be made from edge to edge around an object until the action forms a closed loop, a "loop cut
", this can be done because each quadratic surface is an 'open' structure, cuts can be made from one side to the other and continue on to neighboring faces because the can cross shared border edges.
When quads are converted or split (select face, "Ctrl+T
") into triangles however, the edge they share corner to corner, essentially blocks progress of the cut because it forces it to effectively terminate at a corner vertex instead of continuing across another edge - doing so would basically mean placing a mesh division at a tangent to an edge instead of essentially being perpendicular to it; for actions such as loop cutting the math involved in doing the former is more complex than for the latter. In other words where a triangle exists as part of a loop of faces, a loop-cut place around an object will always terminate at the corner vertex of a triangle.
Design note: this behavior is most noticeable when manually sub-dividing the diagonal line shared between two triangles (that would otherwise constitute a quad), although it divides, creating a new vertex and two new nGon quadratic faces (nGons are irregualar shaped quads in that they have four edges that don't mark a traditional 'quad' shape), the action does not propagate beyond those initial consequence. If the new faces are then broken into triangles, the new edges would fan out to the original corner vertices indicating the structures inability to allow automatic propagation of the cut.
July 12, 2015, 04:19:04 AM by kat
Game development often means multiple people working on the same files using different applications. This presents an issue when others need to edit a file they don't have the software to do, 3DS Max and their proprietary *.max format being a typical case in point; how can *.max files be opened in Blender.
Unfortunately they can't because the *.max format is proprietary to 3DS Max, only that application can open the file. Also of issue would be the fact that Max's native format is essentially a working format
, its file-dump much like Blenders *.blend - everything in an active Scene is dumped into the file when its saved so it contains a lot of destructive UI and other application specific functionality records (modifier stack info etc.) that have no meaning outside the application. Because of this its unlikely there will ever be an official max2blend
With that said however, it is possible to open content made with 3DS Max in Blender by exporting it to a suitable format Blender understands; *.obj or *.ase
specifically for mesh data for example; *.fbx, *.dae or even *.md5
for animated elements (rigs and sequences). Although for Gmax, which is essentially Max v4 stripped of 'pro' features, the following provides some instruction on exporting content from Max
for use in other applications.
July 12, 2015, 02:21:06 AM by kat
The location of the "Start Menu" folder in Windows moves from version to version. It's essentially a protected 'User' location hidden from general access, the contents of which are generated based on the users actions (what software or applications are loaded and need to start when Windows loads).
To edit its contents the folder itself needs to be unhidden and unprotected. To do that open up Windows Explorer
("Start » Accessories » Windows Explorer
") and do the following;
- With Windows Explorer open, click "Tools" then on "Folder Options..." ("Tools » Folder Options...").
- In the pop-up window that appears, click "View" to display the 'view options' for folders in Windows.
- Mid-way down the page is the "Advanced settings:" windowed area - it lists a series of options accompanied with check-boxes - find "Hide protected operating system files (Recommended)" and click the check box to deactivate that options - clears the checkbox.
- A "Warning" will appear. Click "Yes" to agree to turning OFF this feature.
Hidden files will then be visible and available for editing. Once done adjusting the Start Menu follow the same procedure but click the "Hide....
" checkbox to reactivate the option,
hiding system files again.Start Folder location
The Start Folder is usually located in the "User
" directory of the "C:\
" drive where the operating systems is installed, typically;
This would generally means the Start Folder being in the following location;
[user name] » AppData » Roaming » Microsoft » Windows » Start Menu
Or using the actual file path as;
C:\Users\[user name]\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Start Menu\
Note that editing Start Menu item directly by accessing the folder in Windows Explorer may cause issues with the system Registry which keeps track of where everything it located or the functionality of features.ResourcesFor help finding Blenders "Scripts" folder click here