Author Topic: New Documentation: Need help!  (Read 2508 times)

LigH

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Re: New Documentation: Need help!
« Reply #15 on: August 24, 2006, 05:02:36 pm »
Here: Opera 8.54; only happens with a smaller window (side bar visible), does not happen when the window is wider. So it is probably that Opera cannot decide where to place specific DIVs exactly, when they get bigger after adding a border...

Well, it is a very rare thing, and just an incident.

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Induane

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Re: New Documentation: Need help!
« Reply #16 on: August 24, 2006, 05:48:56 pm »
I did find an issue with an extra tag. Have you checked lately to see if it still happens (fixed it about 20 minutes ago).  If there is something I can do on my end I'd like to to try to fix it.

LARAGORN

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Re: New Documentation: Need help!
« Reply #17 on: August 24, 2006, 05:56:28 pm »
I did find an issue with an extra tag. Have you checked lately to see if it still happens (fixed it about 20 minutes ago).  If there is something I can do on my end I'd like to to try to fix it.
Just checked, using Opera 8.54 build 7730 and the prob is still there.

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LigH

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Re: New Documentation: Need help!
« Reply #18 on: August 24, 2006, 06:32:30 pm »
Some browsers have strange behaviours.

Just read QuirksMode and the "box modell" issues. They are just the beginning.

Example: Some browsers do not only draw a border around areas, they also grow their dimensions. And suddenly you see your layout trembling.

For a good reason I still prefer tables; they are not at all reliable as well, but compared to CSS quirks, a real relaxation... ;)

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Induane

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Re: New Documentation: Need help!
« Reply #19 on: September 10, 2006, 11:06:11 pm »
To Update:  I've added several more tutorials, including some tutorials on creating textures.  I'd like to have some more of these so if anyone has a procedure they use for something then let me know :D

LigH

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Re: New Documentation: Need help!
« Reply #20 on: September 11, 2006, 05:25:29 am »
I'd like to add my own suggestion how to enable support for file previews in viewmesh, without changing the cal3d content:
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Open a *.cal3d file in a text editor or viewer, and look at the content, especially the paths inside - like where they expect the textures in the Virtual File System. Probably all PlaneShift meshes will use a path like "/planeshift/models/{name}". Remember this structure.

Now edit the file "vfs.cfg" in the directory where you installed the CrystalSpace tools (Windows users: the Binary Artist Package), means: Where viewmesh and walktest are installed to. You will see different entries with mount points, e.g. "VFS.Mount.data = $@data$/".

At the end of the file, add another line "VFS.Mount.planeshift  = $@data$/planeshift$/". Then, create a directory "planeshift" inside the directory "data" in your CrystalSpace installation (at the same level where already directories like "flarge" or "isomap" are). Inside that, create another directory "models". So you will now have a directory tree like ".../CrystalSpace/data/planeshift/models".

Inside this directory, now unpack the archives "npcs.zip" and "characters.zip" from the directory ".../PlaneShift Crystal Blue/art". They had been divided into different ZIP archives, but for the Virtual File System, they still belong to "planeshift/models", therefore I recreated a matching directory structure physically.

When you now start viewmesh, you will find a directory entry "planeshift" in the file dialog to open a mesh. And when you open a *.cal3d file in one of the subdirectories under "planeshift/models", the textures are found and added without error.


Note: You can of course also use other directories as mount point in the VFS, it doesn't need to be a directory branch under CrystalSpace/data. So it can also be a static, full qualified path, or a path under your home directory. The file vfs.cfg contains a brief documentation about the special path syntax used for relative locations.
« Last Edit: September 11, 2006, 05:32:35 am by LigH »

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Wired_Crawler

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Re: New Documentation: Need help!
« Reply #21 on: September 11, 2006, 08:55:26 am »
Induane, don't put PNGs in tutorials, loading time is too long. Convert them to JPGs, You can add text links to HQ versions if You want.

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I think that rock and water tutorials are very similar, and they can be combined into one.

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Filter "Make seamless" does its job, but the result is not good, images are distorted too much. The better way is to remove seams manually, using offset function:


Press the button marked below, check marked option and press OK.


Then, using any method you like (i.e. brush or tools like clone or smudge),  get rid of seams and repeat the same steps to return image to original state (or you can skip it, it will be tilable anyways). There are multiple tutorials in internet desribing this procedure.
BTW: filter "make seamless" uses the same method, but the generic procedure of  automatic seam removal won't give you expected result.
"Close the world, txEn eht nepO."

Induane

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Re: New Documentation: Need help!
« Reply #22 on: September 12, 2006, 12:35:39 pm »
I had thought about making those tutorials the same but in the end it turned out to be easier to keep them seperate.  They are geared towards making nice effects with very little expirence so I included instructions on making the maps seamless using the filter and not with any other methods.  A better idea would be to make a note that there are other ways of making the maps seamless.  It is a guide  I could probably add soon as a more advanced method of accomplishing some similar effects. LigH I added your notes as tips below the main ViewMesh guide. Thank you all!