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Author Topic: XML (CS3D "World" file) questions  (Read 3721 times)
Kriss
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« 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>


« Last Edit: October 17, 2007, 07:14:28 pm by Kriss » Logged
jorrit
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« Reply #1 on: October 18, 2007, 05:32:44 am »

Yes, you can use both <colldet/> and <viscull/>. However, your problem is that you are assuming that dynavis culls all the time when it can. It doesn't. Dynavis tries to cull meshes as much as possible. But it isn't an exact culler. That means that Dynavis can sometimes still say a mesh is visible even if it is completely covered by a culler.

Greetings,
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Kriss
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« Reply #2 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...
« Last Edit: October 18, 2007, 11:55:44 am by Kriss » Logged
SkyFox
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« Reply #3 on: November 15, 2007, 11:00:35 am »

I wonder: What does <viscull/> do actually? There is a lot of the xml commands I don't know. Is there a documentation somewhere?
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Kriss
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« Reply #4 on: November 15, 2007, 05:24:40 pm »

<viscull/> stands for visibility culling, you might find it in manual.
Manual  is included with CS in one of subfolders like "docs" or similar, I have it in different place so can't say for sure.
I remember I also saw it here:
http://www.crystalspace3d.org/docs/download/manual/

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