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Messages - Yggdrasil

Pages: [1] 2 3 4 5 ... 17
1
Feature requests / Re: Tags
« on: 4 August 2014, 09:24:59 »
As someone more or less mentioned on stackoverflow: Change getTags() to return a reference, not a value/copy.
Code: [Select]
const set<string> &getTags() const {return tags;}
Be aware that the return type is const, so use a const iterator.

Not sure if that's all, but you don't want a (deep) copy there, for sure. The iterator gets out of bounds because you check against the end of a different set. Every call to getTags() gets its own copy.

2
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 26 December 2013, 14:12:50 »
I meant the exporter option "rotate to glest orientation" which is checked by default.

The normals weren't rotated. I'm surprised nobody noticed it earlier. I hope it's fixed now.

Here the link again:
http://sourceforge.net/p/glestae/glestae/ci/master/tree/source/glexemel/g3d_support.py?format=raw
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

3
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 23 December 2013, 12:51:07 »
A wild guess: Disable the rotation on export and do it manually. Maybe i forgot to rotate the normals. I have a look at the code this evening.

4
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 16 December 2013, 15:11:27 »
It's sadly not that simple. These operators only work in certain contexts which is not well documented. I can't use these operators inside an importer. I used a bmesh operator instead. You have to use at least Blender 2.65 from now on, better use the latest version.

Fun fact: Importing and then exporting an archmage model gives less vertices than the original. I'm not sure if the model was changed since vanilla glest. But maybe the old 3DS exporter produces unnecessary duplicates too. Or removing doubles in blender does more stuff than it should...

5
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 12 December 2013, 12:11:25 »
I have no problem with german. The importer is fixed like you did it. It seems to be the easiest way. Nothing else was changed in the importer. So if that worked for him before, he doesn't need to recheck everything.

It's even more important if you know that the vertex is duplicated with the corresponding normal and for every frame... For models with many frames this gets nasty.

6
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 11 December 2013, 19:56:31 »
This should be fixed now. As always, testing is welcome as i don't have enough models nor blender knowledge to really test it.

Here the link again:
http://sourceforge.net/p/glestae/glestae/ci/master/tree/source/glexemel/g3d_support.py?format=raw
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

7
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 8 December 2013, 19:25:07 »
The import of the animation was just a hack. The first thing which seemed to work.

There's code missing after the loop to handle the last shapekey in a special way. If extending the loop works too, then one can probably make the code even more simple.

I thought i fixed the problems with duplication but there's another bug. When a new vertex is created, it's not checked if it was created before. That's why you get unnecessary duplicates which are the exact same vertex-texcoord-pairs (g3dhack removes them). I'll try to fix it tomorrow or so.

The reason for duplication is simple a limitation in the g3d format (actually opengl likes it this way too): Every vertex can only have one texcoord. If there are more texcoords, you have to duplicate the vertex. Blender allows multiple attributes per vertex to make editing easier.

8
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 19 October 2013, 12:18:38 »
Maybe the following script is of help to you:
http://sourceforge.net/p/glestae/glestae/ci/master/tree/prettify-crash.sh

It demangles the functions and resolves the addresses in the backtrace of the crash log.

9
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 12 October 2013, 19:16:55 »
I assume theses warnings...
Code: [Select]
override controls (override/final) only available with -std=c++11 or -std=gnu++11...are to make you aware that you are relying on a feature of the new (well ... somewhat - it's actually 2 years old now) C++11 standard - which compilers unaware of this standard will be unable to handle (so building on other platforms and operating systems which lack support for C++11 would fail, this may include OS X and supported Linux releases which do not use the very latest software, such as Debian Wheezy and Ubuntu 12.04 LTS). So, if I'm interpreting it correctly, and if you do not care about backward compatibility at this time this should be of no concern.
Not completely right. It's just telling you that you are using a reserved keyword from C++11 but haven't enabled C++11. The feature is not enabled.

In GAE it's just an empty macro when you haven't enabled C++11.
source/shared_lib/include/lang_features.h:357

Just ignore this warning or enable C++11.

10
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 18 August 2013, 11:25:54 »
Code: [Select]
added new option 'fully opaque' to blender addon

This new option is a mesh property located in the G3D properties panel. If
enabled it sets the opacity of the mesh to 1.0, ignoring what's set as alpha in
materials which is normally used for the opacity. This allows the modder to set
alpha in materials to 0 and see the alpha effects of the texture in the 3D view
of blender.

The link has changed:
http://sourceforge.net/p/glestae/glestae/ci/master/tree/source/glexemel/g3d_support.py?format=raw
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

11
General discussion / Re: Problem Compiling 0.3.93 on Linux
« on: 18 August 2013, 11:18:29 »
Most of the warnings should be gone now.

But somehow i have the feeling you won't see the last commits. sourceforge seems to have moved our repository. If you followed the compile guide you have to switch to the new location:
Code: [Select]
$ git remote set-url origin git://git.code.sf.net/p/glestae/glestae
or edit .git/config directly.

Afterwards:
Code: [Select]
$ git pull
$ git describe
0.3-1013-g17d55c5
git describe should give you the same output.

12
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 16 August 2013, 08:23:02 »
Mhmm, yeah, i think i'll add an option 'fully opaque' which always sets the opacity of the mesh to 1.0 on export, ignoring what's set in materials.

13
General discussion / Re: Problem Compiling 0.3.93 on Linux
« on: 16 August 2013, 08:09:12 »
Are you trying to build the beta release 0.3.93 or git master? Which gcc version are you using?

Please use git master! The old beta release doesn't build with newer gcc versions. Fixes are in git master.
See the compile guide for details: http://sourceforge.net/apps/trac/glestae/wiki/CompileGuideLinux

14
Yeah, a big welcome back party.

Seems to be a good time to get a bit more active. We should somehow sort out how to proceed... Particularly, what was the difference between master and the 0.4.x branch and why did we need that?

15
Tools / Re: exporter/Blender 2.5/2.6 series
« on: 10 August 2013, 10:15:52 »
Sounds quite hacky. Isn't there a better way?

I mean you magically set it from invisible to fully opaque. Invisible objects are probably useless, but still...

16
Off topic / Re: Planetary Annihilation development video
« on: 30 March 2013, 16:41:39 »
Thanks for the link. Just finished watching. It's always nice to see such "tech"-demos. There's also some minor discussion about flow fields going on in the 0ad forum:
http://www.wildfiregames.com/forum/index.php?showtopic=17161

17
Not necessarily. They could deliver their own printf-functions just like gettext. But first of all one has to try it out on windows if it's really not working with Visual Studio.

Switching to gettext would still be a good idea for multiple reasons.

18
Tools / Re: exporter/Blender 2.5 series
« on: 20 February 2013, 15:07:52 »
Thanks for the kind words.

I somehow forgot to mention the last update here:
Quote
Importer and exporter now support multiple texture slots. The first slot in the
material is the diffuse map, second and third slot are specular and normal map.
Other slots are ignored. All textures share the same coordinates.
The option to rotate the mesh is now enabled by default in importer and
exporter.

Only GAE knows about these slots currently, MG should ignore it (hopefully). If you only have a diffuse map you should get the same g3d as before.

Here the link again:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

19
On linux you could just use "%m$s", where m is the variable position (starting with 1), e.g. "%2$s" prints the second variable as string (see 'man 3 printf' for more details). Be aware that this isn't part of any C standard, only standardized in POSIX 2001. This most likely won't work on windows when built with Visual Studio (mingw or cygwin might work).

Gettext solves this problem by using an internal printf if the native libc doesn't support it (probably just a define in libintl.h).

20
MegaGlest / Re: Graphics Improvements Discussion
« on: 22 January 2013, 00:17:28 »
Am I correct in assuming that light maps show where a model emits light (some games that I know using that feature call them "glow maps").
No, as you said yourself these would be glow maps. Lightmaps are a way to pre-compute the lighting in the scene. At render time you then just multiply/blend the lightmap with the diffuse map to get shading and shadows. Obviously this only works with static lights.
https://en.wikipedia.org/wiki/Lightmap

21
MegaGlest / Re: Graphics Improvements Discussion
« on: 20 January 2013, 19:15:05 »
Really nice model.

What did you use to create the G3Ds? 3DS Max exporter?

I just had a quick look at your model and i noticed some stuff. You defined 3 textures  in the file: diffuse, specular and normal. Only the first slot is defined to be diffuse in the specification:
https://forum.megaglest.org/index.php?topic=713

The other slots are not defined but should be in the order you have. GAE has this:
Code: [Select]
WRAPPED_ENUM ( MeshTexture,
DIFFUSE,
SPECULAR,
NORMAL,
LIGHT,
CUSTOM
)
I don't know if we have any use for lightmaps (as we have dynamic day/night-cycles) and i also don't know what the custom map is for (haven't looked that much though). We should add the other slots to the specification (the non-selectable flag too).

I'll probably add at least specular and normal maps to the blender exporter in the next days.

22
Tools / Re: exporter/Blender 2.5 series
« on: 12 January 2013, 18:45:22 »
Change line 757 to:
Code: [Select]
default=True)(replaces False with True)

I made it default to false mainly because it's a new option and modifies the mesh. Maybe not everyone wants to use it. I don't know how your workflow in blender looks like. If the majority of the modelers use this option, it should be enabled by default. Opinions?

23
Tools / Re: exporter/Blender 2.5 series
« on: 21 December 2012, 12:02:37 »
I don't know. I'm no modeler. You're probably limited by the shape keys. I only tested it with importing a model and then directly export it again. If the animation still works correctly in blender, it should export just fine. At least that's the goal. Always keep your blend files...

24
Tools / Re: exporter/Blender 2.5 series
« on: 20 December 2012, 17:15:42 »
Added another option to exporter and importer to rotate mesh from default blender orientation to glest orientation, or vice versa.

Here the link again:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

25
General discussion / Re: My issue with widgets...
« on: 17 December 2012, 15:37:42 »
After a quick look it seems there's only one tite bar and the style for it applies to every instance of it. So, yes that is a limitation. Anyway i think your title bar looks great.

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