MARMOSET TOOLBAG RELEASED
Hey gang,
Just in-time for the Main Challenge of the Dominance War IV, starting March 12th 2009, is the
FREE release of
8 Monkey Labs' 'Marmoset Toolbag'. As many of our regulars will know, some key members have been using Marmoset privately to help 8monkey Labs develop this awesome toolset and their images speak loudly. So, if you'd like to put Toolbag to good use for your Dominance War entry, portfolio or otherwise read on and be prepared to kick your beauty shots up a notch.
[img2=left]
http://boards.polycount.net/images/features/marmoset/8ml_logo.png[/img2]
8monkey Labs' proprietary game engine and tool set, dubbed Marmoset, has been in development in-house for the last three years during 8monkey's first game title, Darkest of Days.
Toolbag is our collection of art tools created during the development of the Marmoset engine, packaged into a single app. We have decided to release
Toolbag free of charge for the benefit of the art community - so lucky you!
TOOLBAG INCLUDES
MATERIAL EDITOR
This tool is the main event. It is used to load and preview meshes, materials, and animations. It loads our proprietary .mesh format as well as OBJ. Recommended workflow is as follows:
- Load up your mesh
- Setup your materials
- Take screenshots
- Post your awesome work
Detailed instructions for this tool are available in TUTORIAL.txt
PARTICLE EDITOR
The particle editor was used to create the particle effects in Darkest of Days, and reads and writes proprietary Marmoset particle effect files. At this time there is no documentation available, however the tool does function and is included here for those who are curious.
SKYLIGHT EDITOR
The skylight editor is used to create lighting textures from an HDR cube map photo of a sky or environment. This tool has a special preview mode for real-time feedback on a reference model. Expect more details and features for this tool in future releases. This is for all of you techy, lighting junkies.
MAYA EXPORTER
This is a maya plug-in to export meshes, rigs, skeletons, and animations from Maya using Marmoset's proprietary formats. We have plug-in support for Maya versions 7, 8, and 9. For detailed information check out ".../exporter/readme.txt".
SCREENSHOTS
click to enlarge!
DOWNLOAD TOOLBAG *UPDATE* VERSION 0.51 RELEASEDREAD THE TUTORAL.TXT INCLUDED
www.8monkeylabs.com/toolbag/toolbag_install.exe
Mirror:
http://www.johnyontehspot.com/toolbag/toolbag_install.exe
Mirror2:
http://www.thanez.net/toolbag_install.exe
DRIVERS, INSTALL BEFORE RUNNING
PhysX:
http://www.nvidia.com/object/physx_9.09.0203_whql.html
OpenAL:
http://connect.creativelabs.com/openal/Downloads/oalinst.zip
Contains a self-extracting executable, Tutorial, Walkthrough and README.
Sample Assets:
http://www.johnyontehspot.com/toolbag/sample_assets.rar
Vahl's Model Pack:
http://www.artbyvahl.com/VahlMarmoSampleModels.zip
8monkey Labs would like to give special thanks to:
Joe Wilson a.k.a. EarthQuake
Per Abrahamsen a.k.a. Perna
Vincent Joyau a.k.a. Vahl
Joao Filipe Sapiro Vaz Josue a.k.a. Johny
DISCLAIMER
Toolbag is an internal development tool, and as such has not been thoroughly tested for stability or correctness. 8monkey Labs makes no representations about the suitability or reliability of this software for any purpose. In no event shall 8monkey Labs be held liable for any direct, indirect, punitive, incidental, special, consequential damages or any other damages whatsoever including but not limited to damages for loss of use, data, or profits arising out of or in any way connected with use or performance of the software.
Toolbag and all included components are property of 8monkey Labs, Inc. ©2009. For more information please visit our web page at http://www.8monkeylabs.com.
Replies
So, let 'em rip!
Can we haz max importer?
Here's the fixed download link:
http://www.8monkeylabs.com/toolbag/toolbag_install.exe
I'll try again later my download keeps failing.
link doesent work
Edit: the link is going to http://boards.polycount.net/www.8monkeylabs.com/toolbag/toolbag_install.exe instead of www.8monkeylabs.com/toolbag/toolbag_install.exe at the moment Adam.
been waiting for this for ages, really nice of you guys to release it for free and everything.
It absolutely makes your art look better.
I exported this:
And here it is in marmoset!
http://www.johnyontehspot.com/toolbag/sample_assets.rar
Default settings from max should be fine, as long as it has uvs and normals. I'm not entirely sure what "maya settings" are. Test it?
i heard this was a good engine
got the openal32.dll here :
http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx
if anyone else gets the error
This is seriously rad of you 8monkey dudes to hook us up with this.
Really? That seems strange, and more info you can give?
I know at some point, it was required to install OpenAL, and PhysX before the tools would work, but i'm not sure if that is still the case. I'll send out an email and check on that.
edit: also, the OpenAL error happened for me too, so its not an isolated case.
There is no support for emmisive textures. If you read the TUTORIAL.TXT file it runs over the basics of what can(and can not) be done.
One work around is to use a bright color in both the spec, and diffuse, with bloom on.
Another thing would be to use a bright color with the FlatEnvironment material, but you would need to be able to split off a separate mesh chunk. So if you had just a few small details, that method would not work, you'de have to have a nice solid chunk that you wanted to glow.
Another thing I jus noticed, using the DW3 winner (ParkParkin) model for testing, some of the geometry has holes in it:
No other 3d app I've thrown it into has any problems with the model, so I'm not sure what could be causing it...
haent restarted my computer though so maybe thats the problem busy working on high-poly model so ill check it out tommorow.
material thing is acting a bit funny is all. Following the tutorial and i hit the 'create new material' button, save it in the proper folder with all the resources but doesn't come up on the material list (says it's already added when i try to re-load it). Can still work with the default mat though which is good.
Gotta play around with the specularity setting some more, everything is super shiney (and awsome).
edit: can add new materials but wil just work off the mesh's material/s when you load it, so ignore my ramblings
Is this file publicly available somewhere? If you can post a link that would be good so it can be debugged.
Alright, the fix for this should be to install the latest OpenAL driver here:
http://connect.creativelabs.com/openal/Downloads/oalinst.zip
There should be a fixed installer up tomorrow, or soonish atleast.
One more thing, whenever I alt+lmb/mmb/rmb to move the mode the cursor goes black and I can't minimize (via the top right box) the window until I either click outside it and then back in again, or rmb minimize it through the task bar and bring it back up. Also,the X exit button doesn't seem to work at all. Not a big glitch, but figured I'd throw it out their anyway.
Ngons are the issue here, Tris and Quads should be fine.
Yet to see this one, please if anyone else notices this let me know, or if there is a different way to reproduce(doesnt happen here for me).
is there a certian way i should export the models?
1. Set up your model like usual. Take a screenshot.
2. Set up a seperate material, using FlatEnvironment, and apply your emmisive map as diffuse. Take a screenshot.
3. Load both shots into PS, set the the emmisive layer to screen on top, you could also blur this layer etc for a quick glow effect.
So if I got this right, for someone who already has Maya/Max this would be a complementary app to create real-time materials and game-true renders to present their work?
my system:
Item Value
OS Name Microsoft Windows XP Professional
Version 5.1.2600 Service Pack 3 Build 2600
OS Manufacturer Microsoft Corporation
System Name HERMEZ
System Manufacturer Dell Inc.
System Model MM061
System Type X86-based PC
Processor x86 Family 6 Model 14 Stepping 8 GenuineIntel ~1861 Mhz
BIOS Version/Date Dell Inc. A15, 4/20/2007
SMBIOS Version 2.4
Windows Directory C:\WINDOWS
System Directory C:\WINDOWS\system32
Boot Device \Device\HarddiskVolume1
Locale United States
Hardware Abstraction Layer Version = "5.1.2600.5512 (xpsp.080413-2111)"
User Name HERMEZ\Andrew
Time Zone Mountain Standard Time
Total Physical Memory 2,048.00 MB
Available Physical Memory 1.49 GB
Total Virtual Memory 2.00 GB
Available Virtual Memory 1.96 GB
Page File Space 3.85 GB
Page File C:\pagefile.sys
Very big thanks to you guys at 8ML. Very very nice of you all. Looking forward to DoD!
About the strange material behavior, I do remember some time ago when I first tried the Bag (:D) there was some issues already.
EQ, is your engine guy interested in user feedback? I know that you guys don't really provide support for it since it's an inhouse thing, but still just wondering.
I remember I eventually managed to load a custom model and texture but iirc there was some trick / workaround involved.
mirrored normals handled without seamage?
Other than that, great news
Unfortunately, I got the OpenAL error too. I downloaded the latest fix posted here, and finally it loaded... but not RIGHT. I see what must be the start-up screen, but no text shows up, only blocks where letters should be. None of the buttons that appear to be there work. Even more alarming, it makes weird beeping noises as it tries to start up...
Help??
I had some problems getting Marmoset to run at first as well. Then I uninstalled and reinstalled the newest version of OpenAL now Marmoset opens up just fine for me.
I was also having problems clicking the buttons on the main menu, it seemed like the actual place to click each item was above the button itself. But after I changed the screen resolution in the toolUser.cfg with notepad all those problems went away.
It was probably because I am still using an old CRT monitor and my screen resolution is 1280 x 960 rather than the default 1280 x 1024.
Importing OBJs works fine for me. Just for reference Marmoset likes to have objects with their "Y" axis up.