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Messages - Wired_Crawler

Pages: [1] 2 3 ... 29
1
The Hydlaa Plaza / Re: Community Check...
« on: November 29, 2009, 07:04:11 am »

Hello, old PS   ;D

2
General Discussion / Re: Graphics testing
« on: October 18, 2007, 04:35:49 pm »
No crash, NVidia 7900 GT, 64-bit Fedora 7, driver 100.14.19.

But...
In many (or most) cases removing those three lines does not change anything, because gldrivers.xml disables all three settings anyway (all ATI cards ? NVidia on win32 ?). So, it would be better to change "false" to "true"... (unless the only intention is to find more cards which require disabling texture_rectangle extensions).

3
Fan Art / Re: i can walk into a object !?
« on: June 19, 2007, 03:58:24 am »
In edit mode find and push button "Draw Normals":


Input box NSize allows to change length of "arrows" showing direction in which faces are... facing  :).

In edit mode select all faces and press CTRL-N or SHIFT-CTRL-N to recalculate normals outside or inside.

I recommend You visit http://wiki.blender.org/ (for example) :).

4
Fan Art / Re: Contribution Discussion
« on: June 16, 2007, 12:22:15 pm »
Option "twosided" in b2cs menu works exactly like this: during export it automagically duplicates faces and flips normals while retaining uv map. However, it causes (or was causing) problems with lighting in CS, opposite faces cast shadows on each other, although they should not do it. So - better and more predictable effects can be achieved by duplicating faces manually and pushing them away from each other a little bit.

I'm not sure, what is Your problem with transparency. Options in b2cs gui don't affect the way a model is displayed in Blender. For this to work you need to go to "uv face select" mode and push button "alpha" on "texture face" tab, do it for each face wich has texture with transparency information.
Still, in Blender's 3D workspace transparency glitches always appear (at least for me). Renders should look OK though. Also try to play with button "ZTransp" in material settings.

Setting priority and zmode for items will not help at all, because those settings in CS affect objects, and you are supposed to produce factories (libraries), which then will be used to create objects placed in the world by game engine, and this is the game engine, which will decide what will be priority, mixmode, zmode etc... However, by preparing material in proper way you can get good results - find in b2cs gui (material menu, section: texture) option "binary" and set it to true (I think it was called texture_binary in older versions of b2cs). This usually gives best results with transparency in CS (although it does not help with translucent textures).

BTW: question for Karyuu: will those object be of type sprite3d or genmesh ? Or maybe something else is planned ?

One more comment about transparency in CS - it often works unreliable and unpredictably and it is hard (or even impossible) to make an separate object which would always look good in CS :P. So don't worry too much, I hope that the new CS renderer will deal better with that.

Edit:
Note about using "twoside" option: remeber, that model after export will have 2x more triangles than shown in Blender.

5
Fan Art / Re: Contribution Discussion
« on: June 11, 2007, 05:10:30 pm »
Aha!
I have managed to wake up a spirit of competition!
Good. ;D

Belive me, guys, destroying your fun is the last thing I want. I can even make the following statement:

"My works can be used only if no acceptable alternatives are chosen."

It was official :).

Anyway, it is highly possible, that my ring does not suit PlaneShift style, so there is no reason to start evasive manoeuvres :S. The fact You like it does not mean it would be accepted by Devs.

I haven't made anything else yet and I don't know, when I will have time for modeling (it will be rather sooner then later). Hmmm... Because deadline is still unknown, I think I won't wait until the last minute, so... :detective:.

Things which could encourage me to make my versions of already presented works are: too high poly count, too big texture, too much wasted uv space (all IMO, and as you can see I pay attention to technical, not artistic aspects). Another reason can be simple: "I just want to make it for fun" :).

Yes, currently I think about items which were not presented yet. It does not mean I want you to leave them for me (or anybody else). If you only have time and will - give everybody a reason to compete ;). We want to learn 3d modeling and (above all) a pretty looking game, not our names on credits list, right :) ?

Cheers.

P.S.
Uhm, well ... Posting again after more than a day is not "double posting" anymore! :P

 :o Maybe I should read all stickies in "Rules" and "Newbies" forums again ?...

Edited to immortalize:



Nice number, Nikodemus.

6
Linux Specific Issues / Re: system freeze...
« on: June 11, 2007, 09:04:02 am »
First thing (if You did not do that already): replace directiories "data" and "art" with those from binary version.
Other errors indicate, that You probably haven't  installed all needed  development libraries and headers: freetype2-devel, alsa-devel and libxxf86vm-devel (I'm not sure what are the names of them in Debian), so some CS plugins were not compiled and are missing.

7
Fan Art / Re: Contribution Discussion
« on: June 11, 2007, 08:29:05 am »
Hi, LigH.

Hey, Wired_Crawler - did we awake you? :D

:sleeping:
Mmmm... kind of... .
 :flowers:

I read:
Feel free to use this as a fun means of competing with one another. And have fun in general :D

I can't miss next competition ;)
And I want to give you all a reason to improve your skills ;).

Greetings.

P.S. This place has changed in last several months...
LigH, You did double posting and any moderator have not reacted yet ::|

;D

8
Complaint Department / Re: Hogging of the Furnace
« on: May 02, 2007, 01:09:01 pm »
I don't know what the devs can do about it except to add more furnaces to the game.

Quote from: history.txt
*** 2006-11-29 by Keith Fulton
- Implemented the basic server support for instancing.  Every character and item in
 the game now has a 4th coordinate, usually called worldInstance, which is used in
 calculation of proxlists.  Only entities which share instances can see each other
 on proxlists, which means only those appear on one's client or in chat broadcasts,
 etc.

More was addedd since then to the code... I doubt it was added to support sharing of furnaces, but I think it can be used for that purpose.

9
Fan Art / Re: Possible to modify the character?
« on: April 30, 2007, 01:51:15 am »
Unfortunatelly, cal3d exporter is no longer in latest Blender distribution (there is no maintainer which would fix it for curren version of Blender). There are several version of exporter floating in the net, the most recent and hopefully working one can be found at http://endercg.altervista.org/. Read the -> following thread at blenderartist.org forum for more information.
Cal3d sources also contain one of versions of exporter (in plugins subdirectory), but I don't know whether it works o not.

10
The Hydlaa Plaza / Re: Blender in Linux
« on: April 27, 2007, 01:37:14 pm »
Hmmm... For switching viewports in KDE I use Ctrl-F1, Ctrl-F2 etc., I think those are default combinations (they always work for me). If those bindings  are not working for You, define them in control center, they don't collide with Blender specific hotkeys.

11
Those "special effects" are strange indeed, but I'm not surprised by them at all. Similar screens were posted here before numerous times. IMO, transparency handling is somewhat (heavily?) broken in CS (how many times I wrote this ? :-\). If artist does not explicitly set attributes of textures/objects and if he does not follow some unwritten rules and if he does not spent significant amounts of time on tuning of various subtle parameters, map containing transparency/translucency information sometimes will behave unpredictably (or it will behave predictably wrong).
Let's check Crystal Space features page. Can you find word "transparency" there? No. Developers don't make any announcements about transparency, so we can't demand it working perfectly (or at all ;)). On the other hand - check Ogre features page. There we can see:
Quote
Common requirements like render state management, spatial culling, dealing with transparency are done for you automatically saving you valuable time
Quote
Transparent objects automatically managed (rendering order & depth buffer settings all set up for you)
There You could complain, if a game shown similar problems.
Crystal Space has different aims, apparently transparency/translucency is on top of developers' task list. Let's be happy with what we get  :thumbup: (and we get pretty much).

Apart from the fact that dividing objects into transparent and solid is neither trivial nor reliable.
CS code contains (or at least it was there some time ago) quite trivial procedure, which scans whole texture pixel by pixel and checks if it contains transparency information (even distinguishing between binary alpha and smooth alpha), then it sets appropriate attributes accordingly. Apparently this function is not used or is broken or it suffers because of broken image loaders (try csimagetool application with switch -I on several different image formats ::|).
But I will say the same you said: I am ready to be told that I am completely wrong here :D.

12
Linux Specific Issues / Re: "cannot execute binary file"
« on: March 24, 2007, 07:26:16 am »
[root@home planeshift]# ./updater
./up: error while loading shared libraries: libstdc++.so.6: cannot handle TLS data
[root@home planeshift]#

It looks like incompatibility with components installed in Your system (kernel, glibc or other libraries).
Try to remove (or rename) file libstdc++.so.6 in <planeshift_base_dir>/libs. I doubt it will help, just try if it changes anything.

May I ask what distro you are using BTW???

You are right, this information might give best clue.

13
Linux Specific Issues / Re: Help me please
« on: March 24, 2007, 07:12:40 am »
jrafael, don't use syntax "sh PlaneShift_CBV0.3.018.bin", you are starting binary file, not shell script.

If "./PlaneShift_CBV0.3.018.bin" gives You that "Syntax error" message, You downloaded file is probably corrupt. Run:

md5sum PlaneShift_CBV0.3.018.bin

and compare obtained string with the one showed in already mentioned thread:  Installing on Linux and important information.. If it is different, You must redownload PlaneShift (maybe from different mirror).

EDIT: -->  FYI: sh = ./

FYI: You are wrong...

14
Development Deliberation / Re: Using Direct X
« on: February 06, 2007, 01:37:19 pm »
Crystal Space currently does not support Direct3D, although it has some kind of (preliminary) support for Direct Draw 8 2D rendering (last reference in history.old is dated 3-Jun-2001). It is listed on current TODO list as low priority optional feature.

Quote from: Crystal Space Docs
     * Direct3D: Not currently supported. (If you would like to write a
       Direct3D renderer, please contact us.)

If You want Direct3D in Planeshift, write appropriate plugin for CS.

Then in Planeshift switching to DirectX/Direct3D would require only some changes in psclient.cfg, for example:

System.PlugIns.iGraphics3D = crystalspace.graphics3d.Direct3D
Video.DDraw.Canvas = crystalspace.graphics2d.ddraw

No need to mangle PS code :).

15
The Hydlaa Plaza / Re: Watch some videos!
« on: January 21, 2007, 07:55:40 am »
I like it :). Better quality version can be found on YouTube, as well as other productions of Animusic, for example:

Pipe Dream 2 (the same scenery, but different music)
Harmonic Voltage
Aqua Harp

You can also watch it rendered in real time, download from ATI developer demos (works on NVidia cards too ;)).

Edit: Adding Fiber Bundles :).
... Maybe I will buy those DVDs ?

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