Search found 1876 matches

by Kjell
Sun Oct 12, 2008 10:54 pm
Forum: General discussion
Topic: Import?
Replies: 11
Views: 9704

Hej Ville, It used to be the industry standard, and it never was a bad format to begin with, so I can understand your decision .. but I guess using 3D software ( XSI ) that can't export .3ds files to begin with makes the process of getting content into ZGE a little more painful :wink: By the way, so...
by Kjell
Sun Oct 12, 2008 3:20 pm
Forum: General discussion
Topic: Import?
Replies: 11
Views: 9704

Hej Ville, While certainly better then nothing ( and even useful with procedurally generated meshes ), it kind of defeats the purpose of importing vertex channel data, where one generally either uses paint tools ( difficult to reproduce through code ) or bake complex light simulation results into th...
by Kjell
Fri Oct 10, 2008 5:07 pm
Forum: General discussion
Topic: Import?
Replies: 11
Views: 9704

:(

The .3ds file format doesn't seem to support vertex color, alpha or other channel data. Perhaps the "Import Vertex Colors" flag could be renamed to prevent further confusion?

K
by Kjell
Thu Oct 09, 2008 3:13 pm
Forum: General discussion
Topic: Import?
Replies: 11
Views: 9704

Hej Ville,

Actually, to be honest .. I'm not sure if the .3ds file format supports data such as vertex colors. I'll try to look it up, must be somewhere on the Autodesk site .. even though they don't support the format anymore.

K
by Kjell
Thu Oct 09, 2008 2:12 pm
Forum: General discussion
Topic: Import?
Replies: 11
Views: 9704

Hej Ville,

It's a single mesh indeed, but the color information seems to come from 3 separate materials ( Yellow Plastic, Black Plastic and Default ) instead of from vertex color data baked into the mesh.

K
by Kjell
Thu Oct 09, 2008 1:23 pm
Forum: General discussion
Topic: Import?
Replies: 11
Views: 9704

Hej Ville,

I'm afraid not, that Bart model uses a multi-material ( multi/sub-object ).

K
by Kjell
Wed Oct 08, 2008 9:13 pm
Forum: General discussion
Topic: Import?
Replies: 11
Views: 9704

Import?

:?:

Has anybody been able to import meshes containing vertex color data?

K
by Kjell
Tue Oct 07, 2008 1:32 pm
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9853

Hmm, I see .. shouldn't the instances manager / registry be separate from the Collision categorization? I'm guessing the reason for going with this approach is because you weren't using the registry for anything else then Collision checking? Well, that and rendering .. which would explain why the re...
by Kjell
Tue Oct 07, 2008 10:35 am
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9853

Hej Ville, Just had a look at the source. .. which I should have done sooner :) ObjIds is a single dimensional Array you're storing the pointers in right? How / where / what kind of data structure are you using to store the instance / collision group combinations? Or are you just using the public pr...
by Kjell
Tue Oct 07, 2008 10:01 am
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9853

Hey jph, Again, personally I wouldn't track clones by type. So for example when you first Spawn five doors ( indices from 0 to 4 ) and then a window, the window would get id 5. The counter is only necessary internally. For functions like nearest / furthest it's probably best to create a component in...
by Kjell
Mon Oct 06, 2008 11:39 pm
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9853

Hey jph, You'd need a counter ( int ) to keep track of the index / marker used by the Spawned Clones per Scene. And the Array holding the data of the Clones shouldn't be accessible directly, I was just thinking in terms of Pascal. Concerning GM and the "with" statement, I'm aware that you ...
by Kjell
Mon Oct 06, 2008 5:35 pm
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9853

:? Hmm, personally I'd prefer the Identity of Clones to be static ( indexing pointers to the objects in a single array ) instead of automatically changing when older Clones are destroyed. Also I'd rather not have clones categorized by Model type, since this makes it all the more difficult to set up ...
by Kjell
Mon Oct 06, 2008 12:37 pm
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9853

Clones

:idea: As Ville is addressing the Scripting language, wouldn't it be useful to assign a Identifier ( int ) to each spawned Clone, and being able to access that Clone through a ZExpression using for example 21.Position.X ( 21 being the Identifier )? And while you're at it, don't forget the CollidedCl...
by Kjell
Fri Oct 03, 2008 8:27 pm
Forum: General discussion
Topic: Shaders,. . passing a bitmap?
Replies: 2
Views: 4960

Hi guys, Extra texture slots would be desirable for normal maps and such indeed. Chrome is all about high reflection, low diffuse / specularity. Unfortunately, to pull this off best ( especially with objects that self-reflect ), you need to render a reflection map ( dynamically or pre-rendered ). He...
by Kjell
Thu Oct 02, 2008 4:56 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 34168

By request, a torus with calculated normals ( unusual subdivisions to illustrate normals ).

Code: Select all

this.V.X = cos(U)*cos(V)*Size+cos(U)*Radius;
this.V.Y = sin(U)*cos(V)*Size+sin(U)*Radius;
this.V.Z = sin(V)*Size;

this.N.X = cos(U)*cos(V)*Size;
this.N.Y = sin(U)*cos(V)*Size;
this.N.Z = this.V.Z;