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31  Associate Projects / CEL Discussion / Re: camera zoom on: October 25, 2007, 04:58:23 pm
Since I have similar question among others (they're about XML, not C++ or Python since I don't know much in latter ones):

1.)Is it possible to change "distance" property from keyboard/mouse? (Just want to ask about samples of code, not about the fact itself, if this thing is possible)

2.)And also can anybody explain (or give link to tutorial) how to control camera position (I took pieces of code from XMLParticles.CelZIP, but I'd like to be able to rotate camera around my character and zoom)?

3.)By using code as explained above I somewhy got warnings like this "cel.pcinput.standard: Bad input specification 'mousemove'" Could somebody explain what I did wrong?

4.)Is there an action to switch between run/walk modes (like CapsLock, BTW how to write this key to use it, if it possible of course... And same question for mouse wheel)?

Ok, I know I'm asking many questions at once, But actually it's only a small part of what I want to know and wasn't able to find...
32  Crystal Space Development / Game Content Creation / Re: Q: multiple semi-transparent objects? on: October 21, 2007, 04:19:58 am
Thanks, Darek. Now I need to read more about renderloops Smiley
33  Crystal Space Development / Game Content Creation / Re: Q: multiple semi-transparent objects? on: October 19, 2007, 03:42:49 pm
rvhaasen
Works like a charm. I already posted in my 3rd post here about <alpha><binary/></alpha>, but with <alpha><smooth /></alpha> everything works with semi-transparency. But allow me to post certain parts of code to explain (just to explain everything, forgive me for being too informative, but I remember when I didn't understand a thing here Smiley ):
<textures>
  <texture name="leaves.dds"> <file>./tex/leaves.dds</file><alpha><smooth /></alpha></texture>
</textures>

...

<meshfact name="Leaves">
 <plugin>genmeshFact</plugin>
 <priority>alpha</priority>
 <ztest />
  <params>
   <mixmode><alpha /></mixmode>
   ...
  </params>
</meshfact>

And that's all. Below is an additional line I used, it creates "nothing" for collision detection (in other words disables collision detection) and for visibility culling (disables visibility culling, since I use dynavis, regrettably my previous advice aren't working). Yes, with lines below instead of 2 certain lines above, it worked on both cullers.

     </params>
  <polymesh><viscull /><colldet /></polymesh>
 </meshfact>

As an ex-FPS-gamer I prefer dynavis where it's less possible to have major slow-downs when you hastily turn your "head" to face something with too complex geometry. I just don't like this to happen so unexpectedly

OffTopic:
Regarding 3ds exporter:
Don't you want to create a topic?
There you can explain how to use this exporter, how much of the previous code and conventions (like _g_ for genmeshes and such) you used. Did you redo "particles" part, since it was outdated in PlaneShift exporter and so on...
And attach exporter itself please, since I'd like to try it and to participate a little...
BTW in recent couple of days I've added "support" for materials with just colors and without texture, they can be added like this (m - material):
format "<material name=\"%\"> <color red=\"%\" green=\"%\" blue=\"%\" /></material>\n" m.name ( m.diffuse.red / 255 ) ( m.diffuse.green / 255 ) ( m.diffuse.blue / 255 ) to:WorldFileOut
and other misc stuff, like conditions to have both colldet and viscull switched off for certain mesh (but you already saw it in this post) and so on.
Later I'd like to add "Custom Property" for mesh to be able to control whether it has (collision detection && visibility culling) mesh inside itself or not, and whether to place it on meshFact or independently for each instance.
Same for normal exporting. I added it long ago but didn't even test it, since it takes too long to export them and I'd like to be able to export normals for certain meshes (in case there will be problems otherwise).
And more (it comes)
P.S. Don't quote everything below "OffTopic" line since I'd like to delete it (or move to new topic)...
34  Associate Projects / CEL Discussion / Re: CelStart on: October 18, 2007, 04:33:06 pm
First of all, CELStart is a good idea! As someone who prefers to use 3ds max over Code:Blocks and such, I'd like to say thank you for that. But I have a quick question: is haze supported there (in version 1.2)?
35  Crystal Space Development / Game Content Creation / Re: Q: multiple semi-transparent objects? on: October 18, 2007, 11:23:18 am
rvhaasen
Good to see you here Smiley
So what you're saying is I need something like
<priority>alpha</priority> (I described priorities in my previous post here)
<mixmode><alpha /></mixmode>
<ztest />
Am I correct?
I'm asking because I already tried this variant with both of possible cullers, and the result always was "back2front", in other words far meshes are covering ones that closer...
Whether I use method that Darek posted here or not.

But I don't know how to write "texture" part in XML, as for cullers, yes, dynavis will probably (look my topic about XML just below this one) cull everything behind these meshes, to avoid this you just need to write <viscull>no</viscull> to these meshes (can't remember what to do in 3ds)

P.S. If you have something new regarding 3ds exporter, can you send it on my e-mail? Or share with everyone? Smiley
36  Crystal Space Development / Game Content Creation / Re: XML (CS3D "World" file) questions on: October 18, 2007, 08:41:55 am
Thank you (as always Smiley ) Jorrit!
Well, I won't ask how dynavis acts then, but I hope in critical to performance cases, dynavis will hide this (and any other) mesh...
37  Crystal Space Development / Game Content Creation / XML (CS3D "World" file) questions on: October 17, 2007, 07:07:30 pm
I'm unable to use irc.freenode.net (Couldn't look up your hostname... No identd (auth) response... with usual mIRC 6.21 with no firewall and on dial-up)
So I had to ask this (tiny) question here, hope someone else will eventually use this topic:
1.)Is it possible to use <viscull /> and <colldet /> on one mesh?
like:
     </mesh>
     <colldet />
     <viscull />
    </polymesh>


<colldet /> works fine for me, but somewhy <viscull /> refuses to work (even when I'm cloning this object with only <viscull />)...
Using dynavis I tried to look at a cube through (convex and "closed") polymesh as described above, but got it to work only as PlayerBarrier, I still can see that cube (although I'm 100% sure that I have my vision "blocked" by that polymesh..) What am I doing wrong?

<world>

 <variables>
  <variable name="lightning reset"><color red="0" green="0" blue="0"/></variable>
  <variable name="LodM" value="-0.00666667" /><variable name="LodA" value="1.33333" />
 </variables>

  <textures>
    <texture name="bark03.dds"> <file>./tex/bark03.dds</file></texture>
  </textures>

  <materials>
    <material name="Material #25"> <texture>bark03.dds</texture></material>
  </materials>

  <plugins>
    <plugin name="thing">crystalspace.mesh.loader.thing</plugin>
    <plugin name="thingFact">crystalspace.mesh.loader.factory.thing</plugin>
    <plugin name="genmeshFact">crystalspace.mesh.loader.factory.genmesh</plugin>
    <plugin name="genmesh">crystalspace.mesh.loader.genmesh</plugin>
  </plugins>

  <library>./mdl/tree001.GmFact</library>

  <settings>
   <clearzbuf>yes</clearzbuf>
   <ambient red="0.45" green="0.45" blue="0.45" />
   <lightmapcellsize>32</lightmapcellsize>
  </settings>

  <sector name="level0001">
   <cullerp>crystalspace.culling.dynavis</cullerp>

    <meshobj name="tree001_0_00">
     <plugin>genmesh</plugin>
      <params>
      <factory>tree001</factory>
      <localshadows />
      <material>bark03.dds</material>
      </params>
      <move><v x="0.0" y="0.0" z="-50.0" />
      <matrix><rotx>0.0</rotx><roty>0.0</roty><rotz>0.0</rotz></matrix>
      </move>
    </meshobj>

    <polymesh name="_vis_culler_and_barrier_">
     <mesh>
     ...
     </mesh>
     <viscull />
     <colldet />
    </polymesh>

    <meshobj name="ground">
     ...
    </meshobj>

    <meshobj name="Box">
     <plugin>thing</plugin>
     <priority>object</priority>
     <zuse />
     <params>
      ...
     </params>
    </meshobj>

  </sector>
  <start name="Camera01">
   <sector>level0001</sector>
   <position x="0.856217" y="9.45767" z="-30.0" />
  </start>

   <sequences>
   </sequences>
   <triggers>
   </triggers>
</world>


38  Crystal Space Development / Game Content Creation / Re: Q: z-buffer and multiple semi-transparent objects? on: October 15, 2007, 05:47:02 pm
Thank you! That helped me, but only partially (rough meshes, just to test it) notice how far leaves sticking out of invisible plane that still exist on some of the semi-transparent meshes. The trunk is still visible because it has higher priority (object vs. alpha) although I tried both priorities during test.

Not sure what's the problem... I'm using CELStart 1.0 version8 or something like that...
DL-ing CELStart v1.2 at the moment, but Darek, I heard that you was able to "override" that problem by creating custom renderloop. Can't you give me a sample plz?

I know about <alpha><binary/></alpha>, but still I'd like use semi-transparent meshes... Smiley

Added: Few moments ago tried same thing on CELStart v1.2 with same results...
39  Crystal Space Development / Game Content Creation / Q: multiple semi-transparent objects? on: October 14, 2007, 02:48:49 pm
I'd like to ask about usage of z-buffer for semi-transparent models, because in the past I had problems placing such meshes in CS3D. Can't remember clearly, but I think I tried every option (<zuse /> <zfill /> and etc...)
Sometimes I messed with other environment (only to realize that it became partially invisible behind semi-transparent object).
By semi-transparent I mean usual object with .PNG or .DDS semi-transparent texture.
What options should I choose to see one semi-transparent object through another?
Because I fail to understand what was wrong...
CS version was/is 1.0rc1 or 2...
40  Crystal Space Development / Game Content Creation / Re: Some problems about using 3ds max to export CS! on: September 11, 2007, 04:09:20 pm
Problem #2 is simple.
The object you're trying to export is not a mesh, and you need to:
1.)Add "Edit Mesh" modifier.
OR
2.)Convert to "Editable Mesh"

Problem #1:
looks like sanityCheck.ms file (it comes with exporter) is missing, you have installed service pack for 3ds 5.1, or something else so your version of 3ds just refuses to execute *.MS files from directories other than .\scripts\
I'd suggest you to try and copy this file from .\UI\Mcaroscripts\ directory of your 3ds max to .\scripts\

I remember I also posted my version of exporter here, but that was long time ago. And probably I corrected this behavior there. Can't remember though...
41  Crystal Space Development / Game Content Creation / Re: 3 questions: Cal3d, Terraformer, XML. on: September 13, 2006, 07:12:28 pm
About using .3ds files: I tried to use them with new SVN version with no luck. Used 3ds max 5.1 and blender 2.41 for this. 3ds2lev convert these files, aslo I was able to import these files back to these programs.
But that won't be a problem if I'll understand how to clearly convert 3d models to XML to have, for example, a file named "castle" which will contain 3d model of a castle and reference to textures it uses i. e. the same info I had in .max file...
Is it possible?
File format is irrelevant, but I can't figure-out how to have a "clean" model files in libraries without "factory" and other data... That's what I wanted to achieve by using .3ds files.
It's called "cutlets separately, and flies separately" here, (translation from Russian might be a bit confusing). And is there any way to view (or import back to 3d modeling program) these files?

About XML: as I understand, it stores data on vertices' position with their position on texture, triangles they're belong to, and sometimes normals. Is there an importer/exporter for 3ds (or whatelse) to read/write such files except 3ds2lev.exe? I heard about Planeshift exporters, and saw their page, but wasn't able to find what I'm looking for...

And in conclusion: you wrote that "We are currently working on better solutions for this though." about Terraformer plugin... Can't you elaborate? Which is the best way to create a vast landscapes like we might see in Lineage2 or Morrowind/Oblivion?
42  Crystal Space Development / Game Content Creation / Re: 3 questions: Cal3d, Terraformer, XML. on: August 08, 2006, 01:27:27 pm
None, just a blank screen, and blinking lines of feedback on executed commands, like

Recalculation of lightmaps forced.
Initialising lighting (1 meshes).
0%...10%...20%... (and so on...)
Shining lights (1 lights).
0%...(and so on...)
Time taken: 0.0160 seconds.
Caching lighting (1 meshes).
0%...(and so on...)
Precaching all things...
Precaching finished...
Computing OBBs...
-------------------------------------

BTW, returning to my previous questions...
Regarding 20k poly character mesh:
I can't DL new version of CS because I have no access to high-speed connection, so right now I edited files placed in ".\plugins\mesh\genmesh\skelanim\"
gmeshskelanim.h
"int idx" changed to "float idx" and something about "idx" in gmeshskelanim.cpp
Is this correct? If not, is this possible to receive newer versions (like attachment to your post, for example)?
43  Crystal Space Development / Game Content Creation / Re: 3 questions: Cal3d, Terraformer, XML. on: August 07, 2006, 06:55:18 pm
Another problem... I can't use 3ds file in my scene.
It's just a plane named "floor" 2000x2000, 16x16 squares that uses "texture" material with "TEXTURE.BMP" file.
Exported from 3ds max 5.1. I can import it back, but I can't use it in my scene.
I completely understand that you (jorrit) probably have no idea about .3ds files and such, but is there a person who knows something?
In case I just screwed something up, I attached (it's actually a zip archive with quite strange world files with .3ds file).
Still using version 06.01.27
44  Crystal Space Development / Game Content Creation / Re: 3 questions: Cal3d, Terraformer, XML. on: July 25, 2006, 04:08:21 am
Hmm 20k triangles for a player model is pretty high though. Most games still use a lot less then that. In any case, the gmeshskelanim system that is now in CS doesn't have that limitation. Using blender2crystal you can export to that too but you need very recent version of CS (i.e. latest svn) and there is not much documentation yet.

Greetings,
It's 50/50 for today's games. I'm not sure about poly count for models in The Elder Scrolls 4: Oblivion (I'm unable to play it), but let's just say players want better models. At Psychodog Studios Forums (they created "Better Bodies" plugin for TES3: Morrowind) There are bunch of projects on improvings standard TES4 bodies. And they will have a polygon count of approximately 20K. In most cases it's enough to have a quite round bodies (if you're also using additional texture maps).

BTW you might be interested in Better Bodies original meshes, they're sonsisting of approximately 3K triangles with 512x512 texture, free to use (If you want, I can ask them about this.). I even have a custom varian of BB mesh with armour and head. 4,5K triangles.
And I have different sword meshes:
http://img78.photobucket.com/albums/v253/_Kriss_/11swords.jpg
http://img78.photobucket.com/albums/v253/_Kriss_/swords.jpg

Although everything mentioned in this post was made in 3ds max (including Better Bodies).
I tried to use Blender, but I wasn't able to move bottom panel to the side. Besides I can't change myself, I instinctively trying to push certain buttons Smiley
I'm too attached to 3ds max I guess... So this 3ds max exporter aren't working with latest version of CS?
45  Crystal Space Development / Game Content Creation / Re: 3 questions: Cal3d, Terraformer, XML. on: July 24, 2006, 03:43:56 pm
Thank you!
Sorry, just looked at DL page of main CS site, and found that I  somehow used exactly the same exporters (although I DL them among ALL other versions using CAL3D page.)

Looks like Cal3D is unable to process higher-polygon meshes, since low-poly ones are working Ok, and even this one works while attached to only one bone (Pelvis 1,0), but while I try to attach it to more than one bone, distortions are happen. It's not 100% confirmed at this moment (I'll test it again soon) but it looks that way... That's bad, because 20K polys for a character isn't too much at this moment (I was able to play The Elder Scrolls 3: Morrowind with this character, and this game isn't new)... I'll try to split it...

Hope this will be fixed, since I'm unable to do it by myself. I even don't know why there are differences between miniviewer's Cal3D system and one used with CS... :shrug:
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