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16  Crystal Space Development / Game Content Creation / Anyone using MilkShape 3D and exporting to cal3d format? on: June 17, 2006, 05:47:07 am
If you are, how did you get your animations to use the correct axis when you exported the model to cal3d format? Also, how did you get your textures to display properly. Currently my animations do not use the correct axis and the textures don't load so I have a default texture, (green texture) that loads instead.
17  Crystal Space Development / Support / Re: Problem with changing from stable to pseudo stable release. on: June 16, 2006, 09:21:11 pm
Ok, I've thought a little more about the problem and I don't think the problem is related to drivers at all. I say this because I can run walktest without getting that error. I can run walktest with my map and not get that error either. So it's very likely it's a problem with my code. Maybe it's something that I should be initializing or I am initializing that shouldn't be anymore?
18  Crystal Space Development / Support / Re: Problem with changing from stable to pseudo stable release. on: June 16, 2006, 07:32:59 pm
Removing the <renderpriorities> block solved that issue.

I'm still at a loss as to solve the other one. I did update my driver per your suggestion; however that did not solve the problem. Perhaps if I show some more of the log entries around that it might help.


crystalspace.graphics3d.shader.glcg:
  Routing Cg fragment programs to Pixel Shader plugin ON (default).
SCF_NOTIFY: loading plugin C:\CS\glshader_ps1.dll to satisfy request f
or csGLShader_PS1

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_NV_texture_shader' not found.
  GL Extension 'GL_NV_texture_shader2' not found.

crystalspace.graphics3d.shader.glcg:
  CG ERROR : The compile returned an error.
  (39) : warning C7006: uninitialized variable "A2F.surface.texture"
  used
(169) : fatal error C9999: sampler parameter to texture function not a

  uniform sampler


crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'std_lighting'<2>: Technique with priority 150 fails. Reason:

  fragment program failed to load.
  No technique validated for shader 'std_lighting'<2>: using fallback
SCF_NOTIFY: loading plugin C:\CS\glshader_fixed.dll to satisfy request
 for csGLShader_FIXED


It looks like it's trying to use a shader but can't find it.


Version of CS: Pseudo Stable Release (0.99 from 27 January 2006)
Version of winlibs package (if on windows): CrystalSpace Win32 libraries 0.99r0_018
Operating system: Win 2K
Compiler: Microsoft Visual Studio 2005
Video card: MOBILITY RADEON 9000 DDR x86/SSE2 (vendor: ATI Technologies Inc.)
Driver: atioglxx.dll 6.14.10.6371
19  Crystal Space Development / Support / Problem with changing from stable to pseudo stable release. on: June 16, 2006, 03:10:36 am
I recently decided to stop using the stable release 0.98r004 and started using the pseudo stable release 0.99. I have been making the necessary modifications to update my code to work with this version of CS. I am running into a couple of problems though. I am receiving the following messages in the console when I launch the application. This does not crash my application. It still runs, but the top half of the view doesn't get displayed.


crystalspace.maploader.parse.region:
  <renderpriorities> is no longer supported!
[node: world]

crystalspace.graphics3d.shader.glcg:
  CG ERROR : The compile returned an error.
  (39) : warning C7006: uninitialized variable "A2F.surface.texture"
  used
(169) : fatal error C9999: sampler parameter to texture function not a uniform sampler


These messages were not generated when I was using the stable release. I decided to recompile my application using the flarge map and I did not get the renderpriorities message.

This is the <renderpriorities> section of my XML for my world:

Code:
<!-- render priority specification -->
<renderpriorities>
<priority name="sky">
<level>1</level>
<sort>NONE</sort>
</priority>
<priority name="wall">
<level>2</level>
<sort>NONE</sort>
</priority>
<priority name="object">
<level>3</level>
<sort>NONE</sort>
</priority>
<priority name="alpha">
<level>4</level>
<sort>BACK2FRONT</sort>
</priority>
</renderpriorities>

I did not see much difference between that and what is in the definition for the flarge map.

Also, when I build my solution I receive the following warnings.


c:\cs\include\csutil\win32\csosdefs.h(387) : warning C4996: 'getenv' was declared deprecated
        c:\program files\microsoft visual studio 8\vc\include\stdlib.h(483) : see declaration of 'getenv'
        Message: 'This function or variable may be unsafe. Consider using _dupenv_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
c:\cs\include\csutil\win32\csosdefs.h(389) : warning C4996: 'getenv' was declared deprecated
        c:\program files\microsoft visual studio 8\vc\include\stdlib.h(483) : see declaration of 'getenv'
        Message: 'This function or variable may be unsafe. Consider using _dupenv_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
g_player.cpp
g_playermovement.cpp
c:\cs\include\csutil\win32\csosdefs.h(387) : warning C4996: 'getenv' was declared deprecated
        c:\program files\microsoft visual studio 8\vc\include\stdlib.h(483) : see declaration of 'getenv'
        Message: 'This function or variable may be unsafe. Consider using _dupenv_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
c:\cs\include\csutil\win32\csosdefs.h(389) : warning C4996: 'getenv' was declared deprecated
        c:\program files\microsoft visual studio 8\vc\include\stdlib.h(483) : see declaration of 'getenv'
        Message: 'This function or variable may be unsafe. Consider using _dupenv_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
g_view.cpp


 Any ideas on how to eliminate these warnings from being generated other than changing the verbosity of the compiler?

Thanks,

willjm

Version of CS: Pseudo Stable Release (0.99 from 27 January 2006)
Version of winlibs package (if on windows): CrystalSpace Win32 libraries 0.99r0_018
Operating system: Win 2K
Compiler: Microsoft Visual Studio 2005
Video card: MOBILITY RADEON 9000 DDR x86/SSE2 (vendor: ATI Technologies Inc.)
Driver: atioglxx.dll 6.14.10.3842
20  Crystal Space Development / Support / Re: Capturing input and displaying it back to the user... on: April 18, 2006, 05:11:15 am
I think that's a bit more than I can chew on for the moment. Thanks for the suggestion though.
21  Crystal Space Development / Support / Capturing input and displaying it back to the user... on: April 09, 2006, 11:44:10 pm
I'm looking to do something similar to Quake Arena or Unreal Tournament for communication between players. I would like to be able to have a user hit the 't' key and allow them to input text and then display it when the user presses Enter. My question is, do I have to use the iConsoleInput and iConsoleOutput to create my prompt or is there another way of doing this that doesn't include me opening up the console for the user? Maybe I need to make two console objects. One to take regular console commands and the other for communication. I know I could use the CS_REPORTER_SEVERITY_NOTIFY flag if I really had to leverage it to display text; however, that doesn't provide me with a way to capture text. Also, if I have to use the console, is there a way to reposition the console on the screen so it's not always in the upper left corner? Potentially even display a box with an alpha channel behind it programmatically instead of using a csSimplePixmap?

thanks,

-  willjm
22  Crystal Space Development / Game Content Creation / Re: Skeleton export problem from MilkShape 3D to Cal3D on: February 21, 2006, 07:54:20 pm
A dodgy fix indeed! I could also make the animations in MilkShape on the opposite axis and export them accordingly. Another solution would be that I could make the animations and rename them to what they actually do after they have been exported. However, sadly these solutions don't fix the real problem which is with the exporter. It would be nice to use the exporter as it is intended to be used without coming up with hacks to get the desired output.
23  Crystal Space Development / Game Content Creation / Skeleton export problem from MilkShape 3D to Cal3D on: February 16, 2006, 05:45:33 am
I am having some problems exporting animations from MilkShape 3D to Cal3D format and I desperately need help! I have an animation that is supposed to make my model hover up and down, which requires a translation on the Y axis. When I view the model in my application, the model is on it's back and it's hovering up and down on the Y axis. Using a hard transform in my .cal3d file for the model I was able to stand my model upright. However this is where I have a problem, the animation rotated along with the model and now it moves back and forth instead of up and down. This is not the desired effect. What seems to be happening is the skeleton and meshes are exported but the Z and Y axis seem to be swapped. Would anyone know how to correct the position of the skeleton or animation that is exported using the Cal3D exporter from MilkShape 3D? I really need some help with this.

Thanks!

- willjm
24  Crystal Space Development / Support / Re: cal3d skeleton file not loading on: December 27, 2005, 06:32:20 am
No, I did not recompile CS after I updated Cal3D. I was wondering if there was a compatibility issue since it was the newest Cal3D and the latest stable release of CS. I was getting close to going back to an older version of Cal3D to see if that helped. I'll give your suggestion a try and see what I come up with. Thanks!
25  Crystal Space Development / Support / Re: cal3d skeleton file not loading on: December 21, 2005, 03:35:38 pm
I failed to mention in my previous post that the model is working in the cal3d miniviewer.
26  Crystal Space Development / Support / cal3d skeleton file not loading on: December 20, 2005, 04:32:09 pm
Hello,

I'm getting the following error message when I try to load one of my models in CS.

Quote
crystalspace.spritecal3dfactoryloader.parse.badfile: Could not load cal3d skeleton file <varge_wb1_gunner_pod.csf>.
[node: meshfact(test),params,skeleton]

I have specified the following lines in the .cal3d file to load the skeleton file.

Code:
<!-- Path specifies the OS-dependent directory path to where all the other files are located. (optional) -->
<path dir="data/cal3d_models/VARGE_WB1_GUNNER_POD/" />

<!-- Specify cal3d skeleton file used by model. -->
<skeleton file="varge_wb1_gunner_pod.csf" />

This did work in the past. I did update the version of MilkShape3D that I was using from 1.7.4 to 1.7.6.
I also updated the version of Cal3D (it's now cal3d-0.10.0) I was using, rebuilt the exporter for MilkShape3D and re-exported my models.

Has anyone else come across this problem before?
27  Crystal Space Development / Game Content Creation / Re: Cal3D Export from Milkshape 3D (animations) on: December 02, 2005, 09:58:36 pm
I think I may have figured it out after thinking about it for a bit. I believe it's how far apart (the number of frames in between or interval) keyframes are spaced from each other. Would anyone be able to confirm this?

Thanks!
28  Crystal Space Development / Game Content Creation / Cal3D Export from Milkshape 3D (animations) on: December 02, 2005, 05:50:29 am
Hello all,

I'm attempting to export some animations from Milkshape 3D to Cal3D format. I'm using the Cal3D exporter plug-in for Milkshape 3D to do this. When running the exporter, on page "Step 3 of 3", step 2 states "Set the displacement of the keyframes within the animation". Does anyone know what that means?

Thanks
29  Miscellaneous / Article/Tutorial Requests / Re: Tutorial Request: Application Specific Configuration File Usage on: November 18, 2005, 03:48:11 am
It worked great! Thanks again!
30  Miscellaneous / Article/Tutorial Requests / Re: Tutorial Request: Application Specific Configuration File Usage on: November 14, 2005, 07:14:20 pm
Excellent! I'll have to give it a try. Thank you!
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