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Follow up -- note that a big thing I'm going to be working on during this run is actually making a death match and/or capture the flag bot. I know this is one of the things that causes the most confusion, and by me creating one I'll see all the problems myself and add the things that are needed.

[>] Brian
ggadwa Wrote:
Bink Wrote:EDIT 3: And what about a bridge tool, to create transitions between rooms etc.? :O

How would that work? Select two meshes and then what? Try to connect close vertexes? This sounds like a good idea and it's probably something modelers do but I've never seen, so I'll need some more info.
Well... there's the way Wings does it:
Select the first poly
http://erikkemmer.er.funpic.de/bridge_to...ld%209.png
Select the second poly
http://erikkemmer.er.funpic.de/bridge_to...d%2010.png
Select the bridge command
http://erikkemmer.er.funpic.de/bridge_to...d%2011.png

Then there is the way c4d does it
Select two polys
http://erikkemmer.er.funpic.de/bridge_to...ld%209.png
Select bridge and drag from poly one to poly two
http://erikkemmer.er.funpic.de/bridge_to...d%2010.png
This also works with edges
http://erikkemmer.er.funpic.de/bridge_to...d%2011.png
http://erikkemmer.er.funpic.de/bridge_to...d%2015.png


The create polygon tool in C4D works like this:
Select the create polygon tool and click the first vertex
http://erikkemmer.er.funpic.de/bridge_to...d%2026.png
Click the second vertex (notice the line connecting them now)
http://erikkemmer.er.funpic.de/bridge_to...d%2027.png
...third vertex (notice that they now form a triangle. The weird corner is my cursor position)
http://erikkemmer.er.funpic.de/bridge_to...d%2028.png
and finally the fourth vertex and the first one again to "close" the path
http://erikkemmer.er.funpic.de/bridge_to...d%2030.png
Note that the polys are now connected and share vertices. It does not simply put a new polygon there but kind of... fills a hole. (I can't really explain it)


Maybe I will take a few screenshots (or a video) later, to show why exactly these tools are important, and how to create a map with them...


EDIT: It would also be nice to be able to select 4 (or 3) vertices and then select "create polygon", resulting in a new poly with all the select vertices as corners.

EDIT 2: And deleting selected polys sometimes deletes other polys as well, resulting in holes all over the map, which is not good. :P
ggadwa Wrote:Follow up -- note that a big thing I'm going to be working on during this run is actually making a death match and/or capture the flag bot. I know this is one of the things that causes the most confusion, and by me creating one I'll see all the problems myself and add the things that are needed.

[>] Brian

YES. THANK YOU.

CTF bots have given me headaches since day one. I still don't have one that can do more than run at the flag and then turn and hit you with it.
Also, I know this has been asked, if there's specific functions you want on the toolbar (remember, though, not everybody has a screen that big) note them here. The menus themselves have been re-arranged, but there's probably some functions you do a lot.

[>] Brian
Heres something you should add, since there really isnt any acceleration or Deceleration,only when you dont press anything, and when you press a button (lets say forwards) you should accelerate at the speed that you verify for it to accelerate, since now, you just immediatly start and stop:

Code:
obj.fowardSpeed.buttonDownAcceleration=#;
obj.fowardSpeed.buttonDownDeceleration=#;

It isnt really essental to most games, but i had an idea in wich this would be used.
I recently created a (relatively) large medieval city map in the b8 Editor. Ground plane about 180K x 180K, 96x96 polys. About 40 houses imported as obj., each with a unique 1K x 1K texture. Besides the player there is a knight model imported as scenery with an idle animation. There is an ambient light, an ambient sound, water and fog.

In b8 Engine I get 7-9 FPS without fog, maybe 8-10 with fog, so a far smaller benefit then in the past. Some of the houses and the ground plane could need poly reduction, though.

My point is that in the new Editor I get an empty preview. None of the map content is there. The texture library is filled however. Firing the thing up in Engine works and everything is there as before.

What do I have to zip to get it all to you? You don't need all the .obj's, only the map XML, right? + textures + models +x?

Some note: now that maps get larger and more complex I suggest making the import stuff lists larger. I have too many files in my bitmaps/textures folder, scrolling through them in a tiny window - which can not be enlarged - is not funny. Additionally I'd like to see some map loading progress indicator. Something like "loading meshes", "loading texture x/40".

EDIT:
Another thing that annoys me to hell. When the FPS are low not only does the visual output get slow but the whole input. The mouse I guess works but at 3 FPS you have to hit Cmd-Q ten times to get one quit. Hit ten times F9 to get into fly mode once. Hit F4 ten times to get three screenshots. ARGH!

[Image: baqo3uni.jpg]

[Image: axj4qjih.jpg]

[Image: axim7ib3.jpg]
Bradamante Wrote:I recently created a (relatively) large medieval city map in the b8 Editor. Ground plane about 180K x 180K, 96x96 polys. About 40 houses imported as obj., each with a unique 1K x 1K texture. Besides the player there is a knight model imported as scenery with an idle animation. There is an ambient light, an ambient sound, water and fog.

In b8 Engine I get 7-9 FPS without fog, maybe 8-10 with fog, so a far smaller benefit then in the past. Some of the houses and the ground plane could need poly reduction, though.

My point is that in the new Editor I get an empty preview. None of the map content is there. The texture library is filled however. Firing the thing up in Engine works and everything is there as before.

What do I have to zip to get it all to you? You don't need all the .obj's, only the map XML, right? + textures + models +x?

Some note: now that maps get larger and more complex I suggest making the import stuff lists larger. I have too many files in my bitmaps/textures folder, scrolling through them in a tiny window - which can not be enlarged - is not funny. Additionally I'd like to see some map loading progress indicator. Something like "loading meshes", "loading texture x/40".

Just send me the map -- I suspect it's the same problem that stops the other map from loading, and this is something I've fixed and like to test on yours.

[>] Brian
I agree with bink about creating polygons. It would be great if we could simply create individual vertices, and then be able to just connect them. It would make creating complex structures much, much simpler.
ggadwa Wrote:Just send me the map -- I suspect it's the same problem that stops the other map from loading, and this is something I've fixed and like to test on yours.

[>] Brian

Done.

In Editor I'd like to see some better visual selection of vertices, I said that in the past. Like, you hover over a vertex with the mouse, it gets highlighted. Same for lines etc.
Then it would be cool if one could delete vertices without screwing the UV, but I guess that's too much work/research?

Then in Animator it would be good if we could move vertices. That's been requested before. I mean right now one could invest days in animating a model, then notice one vertex is not right, then reimport the whole thing and start from zero, right?

A minor thing in Animator: when you group and arrange the bones they are listed nicely in an array resembling their structure. That is under the bone drawer. Under the pose drawer the bones are listed in whatever order. That's a pain to edit. Maybe list them alphabetically, like:
head
lshoulder
lleg
rshoulder
rleg
where l stands for left and r for right. I'd say most people use a nomenclature like that.
Actually, it'd be nice with the bones were arranged like they are in the bones tab, but without the triangle that that hides them. As in, the same order and tabbed under the bone's parent.
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