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Old 04-15-08, 08:56 PM   #541
miner1436
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Old 04-16-08, 04:00 AM   #542
keltos01
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for Skwasjer HIP HIP HOORAY !!!!


you're THE Man !!!
now I have to try this !!!
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Old 04-16-08, 05:07 AM   #543
kriller2
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Congratulations Skwasjer on getting the import / export models working!
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Old 04-16-08, 05:13 AM   #544
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How I can change the Range of planes with S3D?? I want smaller range for certain planes....
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Old 04-16-08, 09:43 AM   #545
skwasjer
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You will find the range in the .cfg file. You can edit that with a text editor, not with S3D.



@everone, I forgot about another new feature I implemented. The LipsSyncMng controller is now fully implemented, so you can change the voice acting of all the characters. I didn't have enough time to investigate all the 'mouth states' so if someone wants to test them all out in game, let me know.

You can find the LipsSyncMng controller in \Library\Phrases\*.dat files.
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Old 04-16-08, 12:46 PM   #546
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I thank for fast answer!!!
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Old 04-16-08, 02:49 PM   #547
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Quote:
Originally Posted by skwasjer
@everone, I forgot about another new feature I implemented. The LipsSyncMng controller is now fully implemented, so you can change the voice acting of all the characters. I didn't have enough time to investigate all the 'mouth states' so if someone wants to test them all out in game, let me know.

You can find the LipsSyncMng controller in \Library\Phrases\*.dat files.
Cool we can call this the 'Britney Spears' Feature.

Going to have to check this new version. Way to go man!
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Old 04-16-08, 04:29 PM   #548
Snaptrap
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Is it possible to get this editor as a rar or zip instead of an installer. I'm not a fan of betaware and I prefer to use it with all it's contents in one folder.
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Old 04-16-08, 04:35 PM   #549
Digital_Trucker
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Quote:
Originally Posted by longam

Cool we can call this the 'Britney Spears' Feature.
Nah, (showing my age here), it should be the Milli Vanilli feature (or for the really young, the Hannah Montanna feature):rotfl:
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Old 04-16-08, 04:42 PM   #550
ReallyDedPoet
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Quote:
Originally Posted by Digital_Trucker
it should be the Milli Vanilli feature




Sorry to drag this one out, getting back on track now


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Old 04-16-08, 06:40 PM   #551
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:rotfl: That cracked me up guys...


Quote:
Originally Posted by Snaptrap
Is it possible to get this editor as a rar or zip instead of an installer. I'm not a fan of betaware and I prefer to use it with all it's contents in one folder.
No.
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Old 04-17-08, 08:14 AM   #552
Anvart
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Quote:
Originally Posted by skwasjer
... and S3D can optimize the UV table better.

...
What is it?
Do not change original sequences of parameters in your intermediate obj-file ...
Or i have not understood you? :hmm:
... and add to topic "(... 0.5 and higher)"
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Old 04-17-08, 09:02 AM   #553
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Quote:
I will leave the DAE exporter in as well for a while at least, and maybe I can improve it later as well and eventually maybe even the dreaded dae-importer.
Yes, please leave this in! It's very useful for conversions and I'm using the data to feed to an ambient occlusion plugin I'm working on.

BTW, congrats on getting the .obj and import code working!

Did you do a separate S3D release or does this now work in v0.7.1?
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Old 04-17-08, 11:04 AM   #554
skwasjer
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@DeepIron, you can download a 'private' v0.8 release a couple of posts back. You can install it next to v0.7.x.

@Anvart, heh, you again

I'll explain, I don't do real crazy stuff, but S3D does have to 'optimize' what it reads in from the different files. I named it 'optimize' just to keep it simple for everyone, but here's the technical reason:
  • Each file contains it's own list of texture coordinates (Vector2's)
  • Each file contains indices into that list
  • OBJ has string to/from float conversions (loss of precision)
  • UVW has binary floats (no loss of precision)
The problem is, all the texture coordinates must be put into one big list in the DAT-format as you know, and they are referenced by indices. But when I import each channel, I can't just build a big list by adding all the Vector2's and indices from all the imported files. You will end up with duplicate Vector2's in most cases, and you will very soon hit the 64K limit of allowed UV indices. So S3D removes all the duplicate Vector2's, and updates the indices table accordingly. This is the whole point of the 'indices' table, to reduce file size/memory usage (instead of having unique Vector2's for each and every vertex). It's just a form of compression/optimization.

As far as my original comment (the high precision): since floats are converted to/from strings (for OBJ), you lose some precision. But .UVW files are binary, so they don't lose precision. Comparing between all these Vector2's (to find duplicates) then becomes a problem if some digits have been cut off. With higher float precision for OBJ files, there will be more matches so smaller file sizes/less
memory usage for the game, and a lesser chance of hitting the 64K limit

Even when not using .UVW files but only .OBJ, optimization is still needed because, you can still have duplicates. Only you won't have a problem with precision, as long as they are the same for all files.

Anyway, like I said, it's an experimental release, and I really need feedback from 'the field'. So pleeeaaasseee try it out...

PS: this all wouldn't be necessary with formats like Collada
PS2: you may wonder then, why even include float precision as an option, why not just force high precision. Well, I provide it as choice. The default settings work best in my tests, but you can always choose otherwise...
PS3: Oh and yea, S3D only exports USED Vector2's in each channel, not the whole list (aka. unused ones). There's no point in exporting all the texture coordinates if they are not used for 'a channel', and there's no guarantee you get all of them back in one file either. Hence, the optimization feature :p

Last edited by skwasjer; 04-17-08 at 11:16 AM.
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Old 04-17-08, 11:09 AM   #555
DeepIron
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Quote:
@DeepIron, you can download a 'private' v0.8 release a couple of posts back. You can install it next to v0.7.x.
Ah, thx. Been gone for the week and playing "catch up" again...
BTW, I don't have access to 3D MAX but I WILL be looking to work this using Wings3D...
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