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1  Crystal Space Development / Game Content Creation / Re: 3ds max and object properties on: June 11, 2010, 06:45:43 pm
Um... Sorry, I'm afraid to screw something up... It needs to be tested. In my case it works Ok, but who knows...
And I don't have SVN at the moment (that's why I was afraid that my version isn't up to date, though I doubt that 3ds max exporter updates often... If at all...)

If you would be so kind to help, then here's the only line that was added (line 2408):
Code:
if ((getUserProp obj "MAXRENDERDIST") != undefined) then format "      <maxrenderdist value=\"%\">\n" (getUserProp obj "MAXRENDERDIST") to:outFile
2  Crystal Space Development / Game Content Creation / Re: problem with plane shift exporter (3ds max) on: June 11, 2010, 09:23:42 am
Um... It was long ago when I used PS exporter, but did you check "Generate Mapping Coords."?
Try to add "UVW Map" modifier (and then collapse it)...
It's all I can think about looking at PS exporter code...
3  Crystal Space Development / Game Content Creation / Re: 3ds max and object properties on: June 11, 2010, 09:15:52 am
I don't see such option in the exporter.

There is a certain probability that version I attached to this post will help although it's just a quick'n'dirty patch.
Just rename exportCS-tweaked.mcr to exportCS.mcr and replace your original exportCS with it (it should be somewhere Macroscript/UI/ directory if I'm not mistaken... Sorry, I switched to a hand-made exporter too long ago to remember, that's why I'm not sure it'll work.)

There's also exportCS-default.mcr in the archive... I'm not sure whether my outdated exporter from 1.4 SVN is the same, so at least you'll be able to compare (be it by size or by content).

Oh... It works by typing something like MAXRENDERDIST=100 in object custom properties.

Hope this will help. =)

Edit: corrected the script a little
4  Crystal Space Development / General Crystal Space Discussion / Another 3ds max exporter on: February 03, 2009, 05:38:15 pm
Greetings!
I just wanted to show here a little something that I use to export scene from 3ds max to CrystalSpace (just a rip-off of original exporter, I just wanted something more dumb-proof and easier), since I'm unable to do anything else for a week. I think it's good enough to be considered as being alpha or beta version that doesn't support terraforming (because I don't use it yet) and many more features, like LOD and others...
I can't remember much

Ok. Now a little information on how to use it:

There's only one requirement (that I can remember): geometry objects should be UV-mapped

Dynavis is used as culler at the moment
For single-sector level just place objects where you want them to be.
Omni-lights are exported as light sources
Primitives that can be used without "Edit Mesh" modifier to be used in CS are sphere and box.
Other objects (at least editable meshes) WITHOUT CUSTOM PROPERTIES will be considered as genMesh objects (and factories also will be automatically created)
If you want several objects to share one factory, just create Instances then. Instanced objects will have one factory (randomly chosen).
     Don't use different colours for one of the instances, colours will be set in factory only anyway (todo, I hope to add this feature soon)

For multiple-sector level just use dummies with "SECTOR" custom property. Their names will be used to name sectors, and their children objects will be exported...

Materials:
    3 maps can be used: diffuse, bumpmap and displacement map (I use it to export normal maps X) )
    Transparency depends on "Opacity" in Blinn's basic parameters: 100% - nothing, 50% - binary, anything else - smooth.
    Something similar for "Self-Illumination": If you'll choose white colour (255, 255, 255) then "fullbright" shader will be used.
    If no map is assigned then color values will be used
    If no material is assigned then object's wireColor will be used

Scene custom properties:
    Default scale is "1"
    Default room name is "room"
    These values will be written to scene custom properties on level export (at least if it was successfull)
    To change roomname you need to do it manually from custom properties
    Scale parameter is being overwritten each time you export a level, so just change it in exporter.

Sky: (by adding custom property "SKY" to an object)
    Don't use Instances for this type of objects since their position against player is set in the factory and cannot be changed.
    Note: As partially said above position of these objects is set against the player's starting position.

Portals:
    Only quad portals with custom property "PORTAL = TargetSector" at the moment...

P.S. If this exporter will be at least somewhat useful, I'll add info here. Just ask questions then...
Exporter should run on 3ds max versions from 5.1 to 9 I think. And I'm not responsible for the results of its "work" tongue
Attached file is a ZIP file actually
5  Crystal Space Development / Support / Re: Is there a way to download/compile CELstart 1.4? on: January 07, 2009, 01:29:41 pm
Thank you for the explanations! =)
6  Crystal Space Development / Support / Re: Is there a way to download/compile CELstart 1.4? on: January 05, 2009, 10:44:10 pm
Err... What I'd like to know is how to do that...
There's a solution file "wkspytypical.sln", for CS as an example (but I thought that "static" solutions was the way to go, besides it's for CS, not for CEL)...
There's an article (which I think can be outdated): http://www.crystalspace3d.org/main/Compiling_Python_binding_MSVC

It's not important for me actually (since I won't use python anyway), it's just since I'm compiling it anyway it won't hurt if I do it good...
Although I think this version is not final anyway...
That's what I got this time (very close to what I expected, just without python)...
http://nasa.kuz.ru/files/celstart-v1.4-static.zip (will be there for a week or two...)
7  Crystal Space Development / Support / Re: Is there a way to download/compile CELstart 1.4? on: January 05, 2009, 10:06:02 am
I chose these solution files: for CS ".\mk\msvc8\wksstatic.sln" and for CEL ".\msvc\8\wksstatic.sln"
Then the only thing I did was adding paths for includes and libraries...
As for explicitly defining "with static libs"... I'm afraid I didn't do that (used "Debug (With DLLs)")... I'll re-build CS and CEL with static libs right now, thanks for explaining... =)

BTW, what about python? I downloaded 2 versions 2.6.1 and 2.5.4 just in case...
8  Crystal Space Development / Support / Re: Is there a way to download/compile CELstart 1.4? on: January 04, 2009, 09:26:22 pm
Here's what it looks like (only what I need for CELstart to run):
Code:
   <DIR>   data
   <DIR>   test
   167 936 celstart_static.exe
 4 653 056 celstart_static_plugins-1.3-vc8_d.dll
11 857 920 celstart_static_plugins_CRYSTAL-1.3-vc8_d.dll
   290 816 celtool-1.3-vc8_d.dll
 2 719 744 cg.dll
   303 104 cgGL.dll
 4 956 160 crystalspace-1.4-vc8_d.dll
   147 456 crystalspace_directx-1.4-vc8_d.dll
   278 528 crystalspace_opengl-1.4-vc8_d.dll
    86 016 crystalspace_windows-1.4-vc8_d.dll
   110 592 lib3ds-cs.dll
    14 336 libcaca-cs.dll
 1 417 216 libcal3d-csvc8_d.dll
   258 048 libfreetype2-cs.dll
   114 688 libjpeg-cs.dll
   225 280 libmng-cs.dll
   540 672 libode-cs.dll
    17 408 libogg-cs.dll
   143 360 libpng-cs.dll
   163 840 libvorbis-cs.dll
   974 848 libvorbisenc-cs.dll
    26 624 libvorbisfile-cs.dll
    73 728 libz-cs.dll
     4 222 vfs.cfg
celstart_static.exe requires both "celstart-*" dlls and "crystal-*" dlls
That's why I asked, what I've got differs from what I've seen in "normal" CELstart.
And I compiled it without python BTW... X_X
But since it works, then I got what I wanted, though now I want to reveal the mystery of new genmesh/genmeshfact structure (I'll start another topic for this)
9  Crystal Space Development / Support / Re: Is there a way to download/compile CELstart 1.4? on: January 03, 2009, 11:14:42 pm
Ahem...
So I used MSVC 8 and compiled CS (static, debug) first, then did the same for CEL (also static and debug)...
But I think I should have used "release" and not "debug"...
Also, CELstart_static.exe is only 164K (for the past versions it was like 20Mb for CELstart.exe)...
And without installed python (if it's needed, then what version? 2.5.x?)
Is this wrong?

P.S. It works. I'm just curious...
10  Crystal Space Development / Support / Re: Is there a way to download/compile CELstart 1.4? on: December 16, 2008, 04:49:15 pm
Ouch, it was too long ago when I compiled it by myself (version 0.99 or somewhere around that), so I probably didn't notice it was there...
Thanks for your answers, Jorrit!
Smiley
11  Crystal Space Development / Support / Re: Is there a way to download/compile CELstart 1.4? on: December 16, 2008, 03:55:49 pm
Ooh... As usually it was my mistake that I wasn't able to find it... X)
It seems I still need a good kick to be able to do something...
Got them from here:
CS 1.4   https://crystal.svn.sourceforge.net/svnroot/crystal/CS/branches/release/V1.4/
CEL 1.4  https://cel.svn.sourceforge.net/svnroot/cel/cel/branches/release/V1.4/
Are these locations correct? Probably it will be Ok if I add them to the Subversion page?

But still I have the main question: How to compile CELstart and not just CS+CEL (if it's not too hard to do)?

12  Crystal Space Development / Support / [SOLVED] Is there a way to download/compile CELstart 1.4? on: December 16, 2008, 02:59:54 pm
Greetings! Is there any way to get it (compile/download/etc).
Because there were changes in the XML structure of the level(s) and it won't be a good idea to create something for old version of the engine.

I downloaded CS 1.4 from SVN and cs-win32libs-1.3_004 but what version of CEL do I need? CEL 1.2 or trunk?
13  Crystal Space Projects / WIP Projects / Re: The Crystal Scrolls - an open source Morrowind engine on: October 17, 2008, 02:39:28 pm
Interesting project...
Downloaded it already and will check it soon.
Will it always be dependent on VC 2008 SDK?
14  Crystal Space Development / Support / Re: [Q] CELstart 1.2 (Linux) install error - Wrong Python version on: June 16, 2008, 01:02:08 am
Well, yes... I noted this because it needs this file to actually run CELstart 1.2.1 (and doesn't have it out-of-the-box while CELstart 1.2 does have python24.dll included and doesn't require anything).
P.S.
Didn't understand why walktest was there...
I didn't have this dll after installing python 2.5.2... I got it from blender and copied to CELstart directory...
After that everything was fine... Thanks for update.
Hope you don't mind me nitpicking... Smiley
15  Crystal Space Development / Support / Re: [Q] CELstart 1.2 (Linux) install error - Wrong Python version on: June 15, 2008, 08:34:21 am
P.S.
Windows version (http://www.crystalspace3d.org/downloads/contrib/celstart-1.2.1-windows.zip)
requires python25.dll and I didn't find it in the archive...
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