v1.1.451.1 released. See post #1
Fixes the problems exposed by gap's bunker |
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I have finally set model's TD flag to 0 and said 'no' when I was aked if I wanted mesh position/rotation to be updated, and now bounding spheres/boxes are centered on the meshes I had previously imported. By the way, are bounding spheres and boxes used along with collision model and collision spheres for collision detection? This could explain why the mine unit that Targor was working on until recently, failed to explode every so often. This is supposing that he had imported his meshes in a GR2 file with similar huge model/bone position offsets, and he didn't reset them to 0 :hmm2: Quote:
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SH5 uses the bounding boxes for broad collision detection (first pass test). If that test passes then it goes to the Dmg_Col mesh and tests for intersection with it. If that test passes then it checks all the collision spheres defined to see which zones (boxes) were hit. After you import anything or make drastic changes you should enable the bounding boxes render to ensure they are where they are supposed to be AND are sized correctly. |
Thank you a Lot :yeah:TDW :sunny:
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https://www.mediafire.com/?cmc5rgp7bifvefz One is an export from 3DConverter 4.8 The other from MeshLab 1.3.2 Both use a slightly different way to write the obj files. Both open in nearly every 3D Modeling program. I included the sort program I threw together that sorts the files so GR2 editor can read them. |
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That .NET List<String> object that I would pass would be a list of all the lines in the file with all white space removed (so no \r\n at the end of each line). Any 'blank lines' in the file would be removed also and not included in this list. There are two benefits to this: 1) I don't have to re-invent the wheel 2) you can update the DLL at anytime with new features (able to support more formats) and all I have to do is include it with the app. |
coast defense bunker unit almost finished...
...in GR2 Editor:
http://i519.photobucket.com/albums/u...o/bunker-2.jpg and in Goblin: http://i519.photobucket.com/albums/u...o/bunker-3.jpg Well done TheDarkWraith! things still to do:
stay tuned :salute: |
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Glad someone is putting the app to use and through it's paces :yeah: |
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On a slightly unrelated note, I am a bit worried about how the billboarded shrub will look in game. Have you noticed how (the reason is obvious) in the Goblin render one of the shrub faces is much darker than the other?. I had a look into stock tree meshes, and they have only position, texture and normal coordinates defined (no binormls/tangents). I am waiting to see if you can implement the 'delete vertex declaration' thing :03: On a different note, deleting materials is still problematic (i.e. materials still being listed in the materials tree after being deleted, or exceptions being called during the deletion process). |
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Also don't forget to render your new creation with lighting in the app to ensure all your material properties are correct. |
I'm assuming you're adding a character to the bunker no? In case it hasn't hit you you can take one of the existing character waypoint GR2 files (\data\Library\Patch_1x1_V02 for example) and make a new one out of it. Add some new bones to it and you can create a custom 'path' that your character will follow in and/or around the bunker :D
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:yeah:
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