Yeah sorry about the not saving thing, I'm feeling pretty bad about it, it's pretty unprofessional. Especially since I went to the trouble of creating a nice installer, icons and stuff. About the smoothing groups settings. If the 3d file format you're saving to keeps them when converting chances are it's going to be kept in the exported file except for non supported features in sins like say specular per vertex or colored vertex. You've gotta bake that into the appropriate texture layer
Code Herder
Ok, last thing I can think of: Did you have a material selected in the list? I'll have to add one selected by default I guess. Much more user friendly :).
Mmm okay, that's strange. Edit: Wow for some reason save seems to be completly non functional when I use the program that's been installed via the installer.. That's kind of embarassing, oh well, shouldn't be too hard to fix but I'll do to that tommorow night, it's kinda late now. Oh yeah about the data thing, doesn't checking the data check box enable the browse button? Or do you mean having selected the texture you can't see it on the screen? If so, I haven't really implement
How does it not work? Did you click the checkbox for the data texture?
Well, after much work and procrastination on my part, I finally finished the first functional version. I'll write a user guide somewhat soon (I won't commit hehe). You can get it [link="http://roch.denis.googlepages.com/"]here[/link]. There's two things to know about textures for your models. 1.Whatever texture name your mesh used, the sins .mesh file will use the same name but with the .dds extension. 2.Because of the library I'm using, all the textures names inside the .m
Hey P5y that's cool! I was thinking of working on a map editor but I suppose you beat me to it, that's great! You could even display 3d models of the planets now, I'm almost done with the 3d format, it's usable enough.
Well, I am tentatively forecasting a release this week end . It might be missing a few things but it should be functional enough.
Yeah that's the thing when I fill those fields for each material, I exptected the engine to use them but I'm not so sure anymore. It even makes sense, if you're just using color+data how would it know it's data and not a bump map. Plus discovering that there's normal maps makes it a certainty. Now I just have to find the material parameter that's responsible for setting that.
Here's a HW ship inside sins with normals and stuff. I think bump mapping might be working but I have to run more tests. Cheers!
I'm pretty near a first release. I'm a bit unsure how I should handle textures thought. I can accept format others than DDS for your model as it probably won't be what you've used but then I need to convert them to the DDS format for the sins engine. That's easy to do relatively speaking but what about the info encoded into the DDS alpha channel in the color texture. You'll have to bake that in afterward. I could always look for transparency info in png and tga I suppose. It just might
I don't believe so, I never checked it out of course but they must be doing a crc check on the files or else it would be way too easy to fool the system.
Getting there, I've been sick this whole week so I haven't touched it much
[quote] 9) However the Forge Tools wont import from those formats. [/quote] Wow, so that means my work is not just a futile gesture to pass time. Neat!
Well, as far as I can tell, the collision is done on the ships shield model first, which is in another .mesh file. Once the shield is done, it uses the ship model itself to do per triangle collision.
Well, sins use materials. Each material is made up of a color texture, a data texture and a bump map. You can have multiple materials per models, so in short yes it should work, you won't have to redo your model. I tried a spaceship with 7 different material just for fun and it worked fine.
Pretty neat find about the half plane firing arcs. I was 70% sure it worked that way but I hadn't gotten around to trying it yet.
Mmm well had to waste some time getting a new gui building system integrated. It was worth it since it's much faster to create now. Anyway, it's getting there, once I have the emitter interface done, you'll have something usable. I'm slightly worried about some settings, like the normals, I think I saw some issues that could be caused by them in a mesh I imported. It's hard to tell until I investigate more but for now I'm concentrating on getting something functional for you guys. I'll take care
Yeah, yeah it's getting there I still need to make something to allow you guys to set the various emitters. [img]http://farm3.static.flickr.com/2125/1703419369_619fbc2f6a_b.jpg[/img]
In theory these file formats shoud be supported : * 3D Studio meshes (.3ds) * B3D files (.b3d) * Alias Wavefront Maya (.obj) * Cartography shop 4 (.csm) * COLLADA (.xml, .dae) * DeleD (.dmf) * FSRad oct (.oct) * Irrlicht scenes (.irr) * Irrlicht static meshes (.irrmesh) * Microsoft DirectX (.x) (binary & text) * Milkshape (.ms3d) * My3DTools 3 (.my3D) * OGRE meshes (.mesh) * Puls
Well, I got it working! This is awesome, space dwarf to the rescue! [img]http://farm3.static.flickr.com/2038/1686695356_0b9f24aa03_o.jpg[/img]
Well, sorry for not delivering on time but I had that little snag with the unknown data at the end. I would've done it this week end but I'm finishing the basement with my father in law so... After that I'm thinking a collaborative visual map editor *grins*.
Mmmm yes you're right adding more seems to work fine.
Well, I've really hit a wall with the last part of the file. Just after the indices, there's a bunch of values and I've no idea what they're for or even how to determine their number. setting them to 0 seems to do nothing in game but erasing them crashes the game on load time. I would just set them all to 0 but I cannot determine how many should be present to begin with. Suggestions?
Ok, I've solved the material list format issues I had remaining with a few files. Turns out even if the model is using two texture or one instead of two, it's going to leave a blank longword to indicate it's empty. I've updated the file format file with my finding.
PS: there's an unknow block of data after the indices.