2008.08.28, 04:02 PM
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2008.08.28, 04:05 PM
Brian: Sure, here is the crashlog. (link)
teh1ghool:
Tell that to bungie.
:P
(yes, of course that's no reason to do the same)
Good to hear Alex!
teh1ghool:
Tell that to bungie.
:P
(yes, of course that's no reason to do the same)
Good to hear Alex!
2008.08.28, 04:48 PM
Brian, sorry but there's one more thing. I would like to be able to make repeating Interface.xml bitmaps be more then just in a long line. I want to have the options to do both numbers, and rows. So I can have 40 bullet images, in 4 rows.
Thank you.
Thank you.
2008.08.28, 05:30 PM
ccccc Wrote:Brian: Sure, here is the crashlog. (link)
teh1ghool:
Tell that to bungie.
Alex: Great, can't wait to play.
Argh -- not enough information -- send me some email, I want to know how re-creatable this is, I want to track down any crash in Engine.
[>] Brian
2008.08.31, 01:24 AM
(I deleted some posts that were getting a bit off topic.)
Part II, Same location:
http://homepage.mac.com/ggadwa/Misc/MeshOnlyTest.zip
Again, while I have made some Engine changes, I'm concentrating on Editor and now Animator. Things still outstanding from the last list:
1) auto-texture can get goofy in places
2) obscuring still needs a lot of work
Things to look for -- the new splitting tool. It's probably pretty hard to pick apart large objects to split them, so that needs some work, but there's a new "shift select toggle" to help make it easy, and series of splits + combines can usually get you what you want.
Any maps that still crash the new Editor are a priority.
I'm thinking one more test after this, then it's on to Editor and things like physic fixes, database additions, network fixes, etc.
WINDOWS VERSION: I will not be able to compile a windows version until next week, but I'll get that out ASAP.
Changes:
Editor
-------
* replace option for OBJ import
* save dialog
* fixed a couple crashing maps
* better multi-poly selection drawing
* added a selection toggle tool
* added mesh split
* auto-clean up bad meshes on save (meshes with no polys)
* a lot more work on obscuring
* meshes have a "no self obscure" option
* liquids show depth
* a number of fixes to auto-generator (ways to go here)
* selecting a new mesh when obscure test is on switches test to new mesh
* all open boxes sort directory locations
Animator
----------
* fixed bug where model flip would screw up poses
* dim3 model insert also brings in bones and rigging
* selecting a bone also auto-selects the bone in the bone list
* added a play animation toolbar button
* added life time to mesh fade
* all open boxes sort directory locations
Engine
---------
* mesh fades have life time ticks
* obj.hit.damage is now properly set
* small optimization in decal drawing
* fixed lighting bug with decals
* added ability to have col/row counts in bitmap repeats
(<Repeat on="true" count="0" x="-6" y="12" col="6" />
(if no col or row, will just repeat by the x/y)
* added ability to alter weapon bobs
+ weap.hand.bobAngle
+ weap.hand.bobSpeed
[>] Brian
Part II, Same location:
http://homepage.mac.com/ggadwa/Misc/MeshOnlyTest.zip
Again, while I have made some Engine changes, I'm concentrating on Editor and now Animator. Things still outstanding from the last list:
1) auto-texture can get goofy in places
2) obscuring still needs a lot of work
Things to look for -- the new splitting tool. It's probably pretty hard to pick apart large objects to split them, so that needs some work, but there's a new "shift select toggle" to help make it easy, and series of splits + combines can usually get you what you want.
Any maps that still crash the new Editor are a priority.
I'm thinking one more test after this, then it's on to Editor and things like physic fixes, database additions, network fixes, etc.
WINDOWS VERSION: I will not be able to compile a windows version until next week, but I'll get that out ASAP.
Changes:
Editor
-------
* replace option for OBJ import
* save dialog
* fixed a couple crashing maps
* better multi-poly selection drawing
* added a selection toggle tool
* added mesh split
* auto-clean up bad meshes on save (meshes with no polys)
* a lot more work on obscuring
* meshes have a "no self obscure" option
* liquids show depth
* a number of fixes to auto-generator (ways to go here)
* selecting a new mesh when obscure test is on switches test to new mesh
* all open boxes sort directory locations
Animator
----------
* fixed bug where model flip would screw up poses
* dim3 model insert also brings in bones and rigging
* selecting a bone also auto-selects the bone in the bone list
* added a play animation toolbar button
* added life time to mesh fade
* all open boxes sort directory locations
Engine
---------
* mesh fades have life time ticks
* obj.hit.damage is now properly set
* small optimization in decal drawing
* fixed lighting bug with decals
* added ability to have col/row counts in bitmap repeats
(<Repeat on="true" count="0" x="-6" y="12" col="6" />
(if no col or row, will just repeat by the x/y)
* added ability to alter weapon bobs
+ weap.hand.bobAngle
+ weap.hand.bobSpeed
[>] Brian
2008.08.31, 05:57 AM
weap.model.on=false; displays the model with DIM3_CAMERA_TYPE_FPP
I'm getting round this by duplicating my rigged ship model, deleting the mesh and using that as my weapon model at the moment.
You might not want to know about this yet, but DIM3_CAMERA_TYPE_CHASE doesn't seem to respect weapon model rigging at all. All weapons seem to fire from the centre of the model and tracking crosshairs are all over the place.
I've got a few other problems with DIM3_CAMERA_TYPE_CHASE too let me know when you want to look at them.
I'm getting round this by duplicating my rigged ship model, deleting the mesh and using that as my weapon model at the moment.
You might not want to know about this yet, but DIM3_CAMERA_TYPE_CHASE doesn't seem to respect weapon model rigging at all. All weapons seem to fire from the centre of the model and tracking crosshairs are all over the place.
I've got a few other problems with DIM3_CAMERA_TYPE_CHASE too let me know when you want to look at them.
2008.08.31, 11:50 AM
Brian. Most of these things work really well. However there are some problems. First, is there a limit to how many bones you can have in a model? I ask, because when I try to import the left version of my hand model into the right hand version, the left hand is imported fine, but the bones near the tips are missing. I have no idea why. All the left hand bones have different names from the right hand bones.
The weap.hand.bobSpeed works fine, but I can't figure out what the bobAngle is supposed to do.
I'm still having that UV problem with that polygon that's angled. Even when I split it from the rest of the polygons, so it is it's own mesh, it still won't work right with the Reset UVs.
The weap.hand.bobSpeed works fine, but I can't figure out what the bobAngle is supposed to do.
I'm still having that UV problem with that polygon that's angled. Even when I split it from the rest of the polygons, so it is it's own mesh, it still won't work right with the Reset UVs.
2008.08.31, 12:34 PM
What are "database additions"? And what does "all open boxes sort directory locations" mean?
Anyway, the decals/marks now recieve lighting, but it doesnt always work. Sometimes they will be black-dark or full brightness.
As for my crash, I can't figure it out. It still happens and it turns out that in the older version, setting the damage actually didn't change anything, I was standing closer to the barrels when I fired. For some reason, standing closer prevents the crash. Probably something to do with the joefoes moving. Now, int he new version, when I set it to 0 it crashes even if I'm standing close but doesn't if I don't set it.
I cannot recreate this outside of the original crash.
Do you want my project? I really have no idea what's going on.
Anyway, the decals/marks now recieve lighting, but it doesnt always work. Sometimes they will be black-dark or full brightness.
As for my crash, I can't figure it out. It still happens and it turns out that in the older version, setting the damage actually didn't change anything, I was standing closer to the barrels when I fired. For some reason, standing closer prevents the crash. Probably something to do with the joefoes moving. Now, int he new version, when I set it to 0 it crashes even if I'm standing close but doesn't if I don't set it.
I cannot recreate this outside of the original crash.
Do you want my project? I really have no idea what's going on.
2008.08.31, 12:41 PM
ccccc Wrote:What are "database additions"? And what does "all open boxes sort directory locations" mean?
Anyway, the decals/marks now recieve lighting, but it doesnt always work. Sometimes they will be black-dark or full brightness.
As for my crash, I can't figure it out. It still happens and it turns out that in the older version, setting the damage actually didn't change anything, I was standing closer to the barrels when I fired. For some reason, standing closer prevents the crash. Probably something to do with the joefoes moving. Now, int he new version, when I set it to 0 it crashes even if I'm standing close but doesn't if I don't set it.
I cannot recreate this outside of the original crash.
Do you want my project? I really have no idea what's going on.
Yes, please, and some "how to recreate" instructions. I suspect it might be a problem in the hit scan (that seems to be the weapon that matters). I really want to fix any engine crashes.
The database is something that's been asked for by a couple people, a more complicated way to store data that can be used in a game, like adventure or space games, etc.
[>] Brian
2008.08.31, 12:43 PM
Alexander Smith Wrote:Brian. Most of these things work really well. However there are some problems. First, is there a limit to how many bones you can have in a model? I ask, because when I try to import the left version of my hand model into the right hand version, the left hand is imported fine, but the bones near the tips are missing. I have no idea why. All the left hand bones have different names from the right hand bones.
The weap.hand.bobSpeed works fine, but I can't figure out what the bobAngle is supposed to do.
I'm still having that UV problem with that polygon that's angled. Even when I split it from the rest of the polygons, so it is it's own mesh, it still won't work right with the Reset UVs.
Yup, I haven't fixed the UV problems yet, working on that now. bobAngle is the total sweep angle of the bob -- it defaults to 30. bobSpeed is how fast it moves within that sweep.
64 is the max number of bones. I'll double it. Can you send me the models you are using so I can test myself if this isn't the cause?
[>] Brian
