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Old 06-05-12, 08:41 AM   #46
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Hi

First test :

For the texture i can only use them present with the attached object... for the moment....
Nice Looks like someone is having fun

Adding subsets to meshes is something I'm working on today
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Old 06-05-12, 08:48 AM   #47
BIGREG
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Here i have relocate the UVW of a large texture 1024*128->1024*1024
(i have not finished the fish texture,just for testing)



The fish move as the plant (oscilate)
But for make more realiste we can see how work the seagull (if anyone know where i can found them )
other we must see is a way to use dito the charactere ( with waypoints )
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Old 06-05-12, 08:53 AM   #48
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Great! I am really happy to see this evolving!
Thanks for your hard work!
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Old 06-05-12, 09:01 AM   #49
BIGREG
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For TDW

I noticed that the data Tr, Tf and maybe even illum are not exported in .mtl
But there are imported into the editor
(I have to change. Mtl for the correct rendering)
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Old 06-05-12, 09:05 AM   #50
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
For TDW

I noticed that the data Tr, Tf and maybe even illum are not exported in .mtl
But there are imported into the editor
(I have to change. Mtl for the correct rendering)
The only items the app currently exports in regards to the MTL file are:
- Ns
- Ka
- Kd
- Ks
- Ke
- map_Ka
- map_Kd
- map_Ks
- map_bump and bump

I still have to review the document you posted about the MTL file
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Old 06-05-12, 09:14 AM   #51
BIGREG
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I'm sure of what I say, the datas for transparency (tr or tf) are imported into the editor , I have to delete them of the .Mtl, otherwise, the objects are transparent or black
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Old 06-05-12, 09:24 AM   #52
Pintea
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Quote:
Originally Posted by BIGREG View Post
The fish move as the plant (oscilate)
But for make more realiste we can see how work the seagull (if anyone know where i can found them )
other we must see is a way to use dito the charactere ( with waypoints )
This may be a problem...the models in undersea.gr2 are animated with a custom vertex shader, so any animations you make for them won't show...so this can be a showstopper.
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Old 06-05-12, 09:33 AM   #53
BIGREG
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Quote:
Originally Posted by BIGREG View Post
I'm sure of what I say, the datas for transparency (tr or tf) are imported into the editor , I have to delete them of the .Mtl, otherwise, the objects are transparent or black
Argh ! i don't understand this morning at first attemp the object was transparent with the tr,tf data in .mtl,i have retry and now all is normal

Quote:
This may be a problem...the models in undersea.gr2 are animated with a custom vertex shader, so any animations you make for them won't show...so this can be a showstopper.
No the plants are animated with .sim
and there are animated with ... lost controllers in goblin and s3d
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Last edited by BIGREG; 06-05-12 at 09:58 AM.
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Old 06-05-12, 10:39 AM   #54
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Quote:
Originally Posted by BIGREG View Post
No the plants are animated with .sim
and there are animated with ... lost controllers in goblin and s3d
Nope, they're shader-animated. Check out Shaders/Granny/GrannyVS.fx:
#ifdef GRASS_ANIMATION
float frequency = max(0, min(1, Input.Position.y)) * g_animationTime.y;
Input.Position.xyz += float3(g_animationTime.x, 0.0, g_animationTime.x) * sin(frequency);
#endif

However only the plants are animated and the gr2 contains both rocks and plants. I think it's a name convention, the plants have a certain name that differentiates them from the rocks, so the rocks are not rendered with this shader.
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Old 06-05-12, 11:20 AM   #55
BIGREG
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Thank Pintea

I see that you know better than me, the process of annimation

For now, I try the different controllers used in .Sim
I'll post the list as soon as I finished

A small question, how are placing plants and rocks
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Old 06-05-12, 11:28 AM   #56
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Quote:
Originally Posted by BIGREG View Post
A small question, how are placing plants and rocks
The rocks & plants are displayed in a circular area around the player's current location.
The algorithm chooses random rock and plant sub-models from the gr2 and places them like I said above. For the fish to stop being animated like the plants you have to rename the fish model like one of the rocks, something like rock9 or whatever...
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Old 06-05-12, 11:40 AM   #57
TheDarkWraith
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Quote:
Originally Posted by BIGREG View Post
Thank Pintea

I see that you know better than me, the process of annimation
Pintea is a dev iirc They always give great help and information
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Old 06-05-12, 11:41 AM   #58
BIGREG
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Ok ,But i have attach to plant to make it more real ( and to have the annimation from plants)

Do you think is possible to add an other random .GR2 (Fishs.GR2)
If yes,we need to know if we can rename the undersea.GR2 and his .sim
to Fish.GR2 ,Maybe we need just to change the adressing in
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"Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water."

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Old 06-05-12, 12:43 PM   #59
gap
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Quote:
Originally Posted by TheDarkWraith View Post
Pintea is a dev iirc They always give great help and information


much respect for Pintea:
he is not around too often, but his posts are always getting straight to the point, and his help has been resolutive in many circumstances
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Old 06-05-12, 12:50 PM   #60
gap
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Quote:
Originally Posted by BIGREG View Post
Here i have relocate the UVW of a large texture 1024*128->1024*1024
(i have not finished the fish texture,just for testing)



The fish move as the plant (oscilate)
But for make more realiste we can see how work the seagull (if anyone know where i can found them )
other we must see is a way to use dito the charactere ( with waypoints )
Very well done Bigreg!
But isn't the fish in your screenshot a cold water fish: a trout or something like that?
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