[WIP] 3D2Sprite

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  • Hi all!

    3D2Sprite is a simple application I'm developing in AGK Basic for my own needs to make sprites from 3D models.

    Of course there are some similar and better tools out there, but for Linux we got nothing apart from Blender but I need something more instant, easy and quick solution that also works on Linux.

    It got very basic features and minimalist UI, it is not complete or polished by any means, there is plenty of rooms for improvements but it does the job what I needed for and I decided to share it in case someone else also need such a tool.

    So what 3D2Sprite can do exactly?

    You can load a 3D mesh in to 3D2Sprite along with it texture and animations, you can also set the color of ambient light and add some point lights, position them and finally capture the model along with animations on to images and use the images made this way as sprites to make a 2.5D, Isometric or 3D looking game inside a 2D engine such as Construct 2.

    In case you are interested you can find more information and free download of the latest version here:


    Any feedback is welcome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    //EDIT: the Linux version is out along with some bug fixes <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • very cool! I made something similar for blender users:

    It makes more sense to me to keep this in the 3d package - where the user can easily set their shaders and rendering settings , do their animation and texturing... otherwise we are reinventing the wheel here

    What import format does it use? Fbx or dae?

  • It is supporting .fbx .dae .3ds .obj .x .lwo .blend to import.

    [quote:2g2i8yic]It makes more sense to me to keep this in the 3d package....otherwise we are reinventing the wheel here

    3D2Sprite is my attempt to learn something new and make something that I need anyway and works the way I want.

    I don't mind to reinvent the wheel if I can learn something from it

  • it is pretty damn impressive! Well done and keep it up! Also kudos for supporting linux!

    I was thinking of buying appgamekit a while ago. Can you develop in it in linux?

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  • Thanks. I'm glad you like it.


    I was thinking of buying appgamekit a while ago. Can you develop in it in linux?

    Yes, you can use AGK on Linux but some packages need to be installed: libopenal1, libavcodec54, libavformat54. Officially, only Ubuntu 14.04 is supported if you have trouble using it on other distros, you are on your own as the community is not using Linux that much and the developer just don't have the time to deal with any problems on anything different than Ubuntu 14.04 (16.04 may going to be exception)

    Personally I don't have much success with other distros. It did work on LinuxMint a while ago, but last time I have tried, it didn't work.

    In my opinion AGK totally worth it even at full price but it is on sale on Steam all the time but if you buy it directly from TGC, you are going to get the Steam key and also the DRM free versions as well, that is not requiring steam or to be online to run it. If you buy it from Steam, I'm not 100% sure if you get the DRM free versions. You can link your TGC account and Steam account but I don't know if it going to automatically give you access to the DRM free versions in your TGC account.

  • Does it require the use of wine? Or is their editor running totaly natively...

  • The editor to code in Basic is based on Geany and it is running totally natively.

    As of C++, I'm not 100% sure, I have never tried C++ with AGK, I'm happy with coding in Basic. To use AGK with C++ on Mac it is require Xcode, on Windows it is require Visual Studio, I don't know if anyone had any success with C++ on Linux or with anything different than Xcode or VS.

  • How does one do level editing? Use tiled?

  • 3rd party level editors such as Tiled are not supported out of the box but maybe you can try to write an importer, I have never tried.

    AGK got a very basic level editor hidden inside the installation folder, it is so basic it not even mentioned and don't even worth mention it really. For most part, you need to use code to build your levels or you can make your own level editor that works the way you want.

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