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Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: JetpackMonkey] #119595
04/18/07 17:20
04/18/07 17:20
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
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Joined: May 2002
Posts: 7,441
psyco is a just in time compiler for python which makes python a bit faster. i think you mean the cgkit library? cgkit doesn't support collada or fbx.

it would be great if there were a python wrapper for the fbx sdk somewhere but i didn't find one. i am no fan of c++ but maybe i will look into the c++ fbx sdk.

<edit> hm... i wonder if the ma stands for maya ascii here and if it really is maya ascii how well it works since i guess it's a pretty complicated format. seems to be new. </edit>

Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: ventilator] #119596
04/18/07 22:29
04/18/07 22:29
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Quote:

i think you mean the cgkit library? hm... i wonder if the ma stands for maya ascii




Oops cgkit, not psyco CGkit does indeed do .ma!
http://cgkit.sourceforge.net/doc2/node189.html

Apparently it even does nurbs-- which probably means it can also do simple curves-- i wonder, then, if that could be used for paths..

Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: JetpackMonkey] #119597
04/19/07 07:09
04/19/07 07:09
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
Quote:

Note: The MA importer is still work in progress.


i tried it and it had problems with my simple .ma files i exported from modo but once it is more mature it wouldn't be much work to make a real maya scene converter out of the obj_splitter. probably the tool could have much more features then since .ma contains the scene hierarchy with transformation nodes and it supports multiple uv-sets and such things.

Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: ventilator] #119598
04/20/07 09:17
04/20/07 09:17
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline OP
Senior Member
maybenew  Offline OP
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
yaix! not bad, ventilator!

Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: maybenew] #119599
04/29/07 18:54
04/29/07 18:54
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
it was some problem with adll.lib. the plugin works now! i just would like to add some improvements like a binary mesh format instead of the ascii one and maybe i will reimplement the algorithm for mixing the meshes in c so that the python tool wouldn't be necessary anymore (but i am not sure yet if that would be worth it).

Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: ventilator] #119600
04/30/07 11:49
04/30/07 11:49
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks for the update!

Quote:

and maybe i will reimplement the algorithm for mixing the meshes in c so that the python tool wouldn't be necessary anymore




What would this mean? Would this make combining meshes automatic somehow(which would be great)?


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: William] #119601
04/30/07 12:04
04/30/07 12:04
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
it means that the python tool won't be needed anymore.

i already have a mesh generation algorithm which works in c now. unfortunately it's brute force and quite slow (~15 seconds for a 20000 polygon mesh) but i don't think it's a big problem since the result can be saved. doing an optimized version in c would be too much work. in python there are data structures which make it easy to make a much faster version even with python being an interpreted language but using an external tool is a bit cumbersome. i think it's nicer to have everything in the plugin.



there will be 3 dll functions:

Code:
dllfunction ent_exportmesh(entity, filename);
dllfunction ent_importmesh(entity, filename);
dllfunction ent_loadseconduvset(entity1, entity2); // this part got done by the python tool previously



Code:
	// example 1

// load model with texture uv-set
e1 = ent_create("landscape.mdl", nullvector, 0);
e1.material = mtl_lightmap;

// load model with light map uv-set
e2 = ent_create("landscape_lm.mdl", nullvector, 0);

// generate and assign a new mesh with both uv-sets
ent_loadseconduvset(e1, e2);
ent_remove(e2);

// save mesh with both uv-sets for faster reuse
ent_exportmesh(e1, "landscape_lm.mesh");



ent_remove(e1);



// example 2

// if you already have the mesh file you can load it like that
e1 = ent_create("landscape.mdl", nullvector, 0);
e1.material = mtl_lightmap;
ent_importmesh(e1, "landscape_lm.mesh");



Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: ventilator] #119602
04/30/07 15:48
04/30/07 15:48
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline OP
Senior Member
maybenew  Offline OP
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
wow, i am really impressed!

Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: ventilator] #119603
05/01/07 05:29
05/01/07 05:29
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Quote:



Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: William]
#749340 - Mon Apr 30 2007 02:04 PM
Edit post Edit Reply to this post Reply Reply to this post Quote Quick Reply Quick Reply

it means that the python tool won't be needed anymore.

i already have a mesh generation algorithm which works in c now. unfortunately it's brute force and quite slow (~15 seconds for a 20000 polygon mesh) but i don't think it's a big problem since the result can be saved. doing an optimized version in c would be too much work. in python there are data structures which make it easy to make a much faster version even with python being an interpreted language but using an external tool is a bit cumbersome. i think it's nicer to have everything in the plugin.



there will be 3 dll functions:

Code:

dllfunction ent_exportmesh(entity, filename);
dllfunction ent_importmesh(entity, filename);
dllfunction ent_loadseconduvset(entity1, entity2); // this part got done by the python tool previously



Code:

// example 1

// load model with texture uv-set
e1 = ent_create("landscape.mdl", nullvector, 0);
e1.material = mtl_lightmap;

// load model with light map uv-set
e2 = ent_create("landscape_lm.mdl", nullvector, 0);

// generate and assign a new mesh with both uv-sets
ent_loadseconduvset(e1, e2);
ent_remove(e2);

// save mesh with both uv-sets for faster reuse
ent_exportmesh(e1, "landscape_lm.mesh");





What would the work flow be for a model already placed in WED, with an action assigned to it? Would it be like this(considering all your lighting meshes have been properly merged)?

my.material = mat_light;
ent_importmesh(my, "landscape_lm.mesh");

Is ent_importmesh basically just like ent_morph? Instead, just changing the existing mesh with the 2uvset one?

P.S - I like the idea of not using python, by doing everything in the plugin, it will indeed be much faster. Ability to save the merged mesh is also very good!


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: ventilator] #119604
05/01/07 13:43
05/01/07 13:43
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Quote:

wow, i am really impressed!





Nothing more to say...
I´ll make 30,- out of my 20,- Euros.


no science involved
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