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Messages - Yggdrasil

Pages: 1 [2] 3 4 5 6 ... 17
26
Tools / Re: Importing Issues...
« on: 17 December 2012, 15:15:11 »
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)

as mentioned in the wiki:
https://docs.megaglest.org/G3D_support

27
Tools / Re: exporter/Blender 2.5 series
« on: 17 December 2012, 15:12:29 »
FYI: To get "notified" about changes in the script, use the feed at the bottom right on the following page:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob;f=source/glexemel/g3d_support.py;hb=HEAD

28
Tools / Re: Importing Issues...
« on: 17 December 2012, 15:09:37 »
They are and it's fixed now.

29
General discussion / Re: Build without a Submenu?
« on: 13 December 2012, 15:07:16 »
No, it's not possible. I just peeked into the code and build command is always with submenu. There's no single click variant like in produce. As you said using produce is not an alternative.

It's probably quite easy to add a single click variant but i don't know if that's something desireable. Most worker units build multiple buildings so it makes sense to hide it behind a menu.


30
Tools / Re: exporter/Blender 2.5 series
« on: 8 December 2012, 15:53:51 »
I got rid of the workaround and added a new option to the exporter to run g3dviewer directly after export (see left side when exporting). Hover over it to read the tooltip.

31
I think the silence speaks for itself.

I'm no longer interested in Glest as a whole. Never played the game much (like more 0ad's and spring's gameplay), but liked working on such a code project. I learned many new things by doing so and that was basically my motivation. I'm still fiddling with the code now and then, but i'm not able to get this project rolling again on my own, especially developing for windows.

So, i'm not sure how to proceed. If you really think converting the Glest board to a MG-only board gives you any big benefit, then seriously go ahead. You won't get an "approval" from me, but a don't care anymore.

32
Feature requests / Re: Report features here
« on: 27 September 2012, 14:28:28 »
Yeah, use Trac or just use this subforum. No need for this thread.

33
General discussion / Re: 0.4 beta 3
« on: 27 September 2012, 14:20:51 »
Oops, looks like i forgot to change the version number of the debian package. It should be 0.3.93.

I need to make new packages anyway. Fedora 15 got removed completely, needs update to newer release. OpenSUSE and Ubuntu need updates too. Hopefully that'll be plain package rebuilds. I'll change the wiki page when i'm done with that.

I guess we should seriously get a new beta out...

EDIT: Nope, doesn't build on Fedora 17 and OpenSUSE 12.2. Fixes for these problems are already in git master. We definitely need a new release, because i won't patch the packages.

34
Tools / Re: G3dHack - alpha9
« on: 21 September 2012, 12:30:42 »
Semi-Offtopic:
As you use a hex editor too, you are maybe interested in a structure definition of G3D (v4, textured) for Okteta (KDE hex editor). With this one can easily investigate the values of the model. You can find the code in git master, source/glexemel/G3D/.

Here a picture of the tool (bottom right):
http://frinring.files.wordpress.com/2010/01/structures-tool-with-pngheader.png
And install instructions:
http://docs.kde.org/stable/en/kdesdk/okteta/tools-structures.html

35
Off topic / Re: A question to non-native English speakers
« on: 21 September 2012, 12:16:07 »
If it is still understandable, i don't really care about grammar mistakes. I probably don't notice most of them.

What i find more interesting/odd is how many grammar mistakes some german dialects make in speech. That makes it sometimes very hard to follow. Ok, one has more problems understanding their pronunciation. Some of these mistakes probably also creep into written language.

I'm from Saxony (Dresden to be precise) and our dialect is very unpopular in other parts of Germany (of course, i don't get why). But i can't think of any big grammar mistakes we are doing.

So, yeah, native german speakers make mistakes in their language too. I guess that's the case in every language. What you cite as common mistakes sound more like stuff you'd face in chats or other quickly typed messages. A similar one in german is plenken (even has an english wikipedia entry):
https://en.wikipedia.org/wiki/Plenken

36
General discussion / Re: 0.4 beta 3
« on: 21 September 2012, 11:29:44 »
Thanks for reporting. Does apt-get handle redirects now? It didn't in the past. That's why i had to pick a mirror.
http://en.opensuse.org/openSUSE:Build_Service_Debian_builds#Configuring_sources.list

For me widehat.opensuse.org is available. I don't run a debian system, so i haven't checked with apt-get. I would like to use download.opensuse.org as it picks the mirror automatically.

37
Tools / Re: exporter/Blender 2.5 series
« on: 20 September 2012, 19:20:21 »
I updated the importer and exporter. It's now possible to export imported models with animations, but you have to use a workaround to make it work. After importing you have to click into the list of shape keys for each mesh you imported. After that the animation should work normally and you can export the meshes again. I probably forgot to update/recalculate something but i can't find a way to trigger it. You have to live with this workaround for now.

I also fixed a bug in the exporter which reduces the exported vertex count in some cases considerable. If you have a big model with many vertices, it's probably a good idea to re-export.

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)

38
General discussion / Re: Rendering Issues
« on: 15 September 2012, 12:04:11 »
Maintaining a blacklist of drivers sounds like fun i don't want to have. Yeah, disabling/removing texture compression for 3D textures is probably the easiest solution. I'll do that later this weekend.

39
Mods / Re: Cube Warfare Version 1.1 is Released!
« on: 15 September 2012, 11:54:06 »
So I think the first question that would have to be answered is: can shape keys be exported (or more accurately, can the exporter be tweaked to export shape keys?).
Yes, it should work. Already thought about this before, but dismissed it because it feels so hacky. When i find some time i might give it a go.

40
General discussion / Re: Optimizing g3d files
« on: 15 September 2012, 11:41:34 »
So for your castle example, the flag may be the only part animated, but all the vertexes in the castle are also stored for each of the ten frames.
That's not true. The model of the castle is split into two meshes: The animated flag and the static building. The building has only one frame.

G3dHack can help you with splitting animated parts of a mesh from static parts. Maybe check out will's python script too.
https://forum.megaglest.org/index.php?topic=8560.0

41
Tools / Re: G3dHack - alpha9
« on: 12 September 2012, 16:14:32 »
Are you just guessing there are (0,0,0)-normals? Better make sure by instrumenting your code or use a hex editor.

42
Mods / Re: Cube Warfare Version 1.1 is Released!
« on: 12 September 2012, 15:52:34 »
Always keep the blend files of your models!

Deleting a mesh can be easily done with g3dhack.
https://forum.megaglest.org/index.php?topic=7083.0
No need to remodel.

Shape keys are imported, but not sure if they have any real use.
One can somehow use shape keys for animation, but i don't know how. If someone could tell me how, i can probably add it to the importer and we can re-export imported animations. Though, you can't easily edit imported animations 'cause you won't get bones.

43
General discussion / Re: Rendering Issues
« on: 9 September 2012, 12:22:57 »
Oops, sorry. Yeah, i meant false.

Maybe we should add an extra option for the compression of 3D textures. As far as i can tell we only use one 3D texture for water, nothing else. It's a shame to not have texture compression on open source drivers just because of that.

44
Mods / Re: Cube Warfare Version 1.1 is Released!
« on: 9 September 2012, 12:10:17 »
Hmm, I'm really not into modding, but I know where the wiki page on team color is, does this help?
That's already old and wrong for the newest exporter. Better use this page:
https://docs.megaglest.org/G3D_support#Model_preparation

You probably forgot to check team color in the G3D poperties panel. You might wanna update your exporter beforehand, just to make sure you have the newest one (should show up in blender as version 0.5.2).

I also remember that titi was discussing his lack of happiness about a, once again, modified Blender API in current versions and that he needed to fix the exporter - which I think he said he succeeded in recently.
This was about the importer, not the exporter.
https://forum.megaglest.org/index.php?topic=8565.0

45
Tools / Re: how to import g3d with current blender 2.63?
« on: 1 September 2012, 01:53:14 »
Oops, i fixed that already a month ago, but for some unknown reason i haven't pushed the commit. I did it now. It's in git master, source/glexemel/g3d_support.py or just use this link:
Code: [Select]
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)

I'm very lazy at fixing the importer as nobody seems to use it anyway.
Btw, before you ask: Animation isn't imported. You only get some shape keys.

I think they are currently make some kind of contest to get rid of as many importers/exporters as possible or something like this grrrrrrr >:( >:(
Welcome to the world of API changes. That's not the first time nor will it be the last.

46
General discussion / Re: Rendering Issues
« on: 23 August 2012, 17:16:49 »
Please uninstall libtxc_dxtn! Texture compression is broken for us with newer versions of mesa. If you are running the latest git version you can leave it installed and just set 'RenderCompressTextures=true' in ~/.glestadv/glestadv.ini.

Good old mesa doesn't support compressed 3D textures and just aborts with an assert fail.

47
General discussion / Re: Lightmap on a ship model
« on: 27 July 2012, 12:14:18 »
Hi, and welcome to the forum.

We don't support lightmapping. You have to bake lighting into the diffuse texture of your model. I'm no modeler, so i can't help you how to do that...

48
Looks like libtxc_dxtn crashes. Not sure how we trigger that. Try disabling texture compression with the following option in ~/.glestadv/glestadv.ini:
Code: [Select]
RenderCompressTextures=false
Add it if it's not there already.

I think they changed something in newer mesa versions (8.x) which breaks it for us. It worked for me before but doesn't anymore. I have a closer look this weekend.

49
Off topic / How the coding universe looks like
« on: 30 June 2012, 12:47:09 »
Install gource and run it in your git clone or svn working copy:
Code: [Select]
$ gource -s 1
(esc quits, space pauses)

Takes quite some time and is probably only interesting for contributors who might recognize things they did back then. I liked this nice trip to the past. And it looks awesome too.

50
Quote
Another thing to test is setting 'RenderCompressTextures' to false.
I don't have this in glestadv.ini
Just add a new line:
Code: [Select]
RenderCompressTextures=false

Looks like you get another segfault while already handling an error... I'll have a deeper look in the next days.

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