Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (SBGuy), 652 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, howardR, 11honza11, ccorrea, sakolin
19047 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 4 1 2 3 4
Re: Save as .wmb [Re: sivan] #392757
01/27/12 10:31
01/27/12 10:31
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
Hi again,

I did some further tests:

- INVISIBLE entities are now perfect
- sprites work fine
- wmb entities work fine too!
- entity specific decal shadows do not work
- not possible to apply both decal and stencil shadows in the same level, only one of them can be used at a time (maybe it is wmb property, not compilation fault... I do not really use WED)
- entity bounding boxes are not saved as I see
- terrains get black only when I load it from script, and assign to it a material, what modifies the ambient values. in other cases it is fine. (if compiled from WED, it does not happen)
- unfortunately I could not test terrain shadowmapping, I have now the trial version on my pc but results in "virtual memory too low" or something similar error... frown

some hints for usage:
- to use custom compilation add "-dialog " like this: exec("%EXE_DIR%\\wwmp2wmb.exe","-dialog export.$$M -pal expalette.pcx
- be careful, sun and ambient RGB is used within interval of 0..100, and not 0..255, (and not BGR!)
- fog rgb colors can be added too, like: -fog1 40 38 40 (but fog_color and start and end should be set in script)
- use thread -1 , if you have a single core pc

at the moment I compile with these flags:

Click to reveal..
exec("%EXE_DIR%\\wwmp2wmb.exe","export.$$M -pal expalette.pcx
-az 315 -el 60
-sunrgb 56 49 43
-ambrgb 19 19 19
-fog1 40 38 40
-fog2 71 81 96
-fog3 25 24 33
-fog4 14 15 19
-hiprec
-litmapsonly
-writelog
-mesh
-mergeacross
-tesselate
-solidsky
-nodetail
-quiet
-threads 1
-gamma 1.50
-phongangle 120
-lmambient 50
-sizeshaded 236
-litres 1.00
-litcomp 0.50
-litmax 196
-litscale 0.50
-radsubdiv 64
-radbounce 0
-noportals
-nobsp
-bound 56000
-fat 64 48 8
-narrow 32 32 0 ");


anyway, great work! a .wmp saving tool would be fun too! laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Save as .wmb [Re: sivan] #392800
01/27/12 16:13
01/27/12 16:13
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Hi Sivan, thanks for test and hints.
Quote:
entity specific decal shadows do not work

Afaik decal shadow can't save with wmb. There is no decal shadow in model struct.
Code:
{ //model
	ent id
	xyz 
	pan tilt roll
	scale_xyz 
	file name
	ent name
	action name
	skills
	flags
	ambient 
	albedo
	path
	attached entity 
	material
        string1
        string2
}


Quote:
entity bounding boxes are not saved as I see

Yes, here is problem about BBOX;
Code:
if ((you.eflags & FAT) && (you.eflags & NARROW))
{
str_cat(temp_str,"1");
}
else
{
str_cat(temp_str,"0");
}


it does always return str_cat(temp_str,"1"). I have no idea why.
Quote:
a .wmp saving tool would be fun too!

indeed laugh But i am not sure that is possible.

Re: Save as .wmb [Re: Emre] #392806
01/27/12 17:19
01/27/12 17:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
decal shadows and bbox - yes, I checked the manual, only a script can handle decal shadow settings... maybe a trick can help, e.g. if decal shadow name is stored in string1, and created after level load (or run through simply all entities, and check their file names)... but in this case the bounding box determines its size, what also cannot be set properly (no min_x/y/z..max_x/y/z stored) so that should be handled too, in another tricky way, e.g. storing them in 6 skills...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Save as .wmb [Re: sivan] #393177
02/01/12 09:06
02/01/12 09:06
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
Hi
I just realized that the saved [.$$M] file can be opened/saved directly by WED, thus this [.wmb] exporter is more useful than I thought... laugh (of course it is more limited than [.wmp] but works)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Save as .wmb [Re: sivan] #393178
02/01/12 09:13
02/01/12 09:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
just for nicer appearance in SED (compiled well, but the bracket opening "{" is handled by the text editor as if a real code bracket open), I use ascii codes instead of strings:

//#define obrackets file_str_write (wmb_handle,"{")
//#define cbrackets file_str_write (wmb_handle,"}")
#define obrackets file_asc_write(wmb_handle,123)
#define cbrackets file_asc_write(wmb_handle,125)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Save as .wmb [Re: sivan] #393247
02/01/12 17:36
02/01/12 17:36
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Originally Posted By: sivan

I just realized that the saved [.$$M] file can be opened/saved directly by WED, thus this [.wmb] exporter is more useful than I thought... laugh (of course it is more limited than [.wmp] but works)

Cool! I didn't know that! Thanks for info, Sivan. Also thanks for the tip about ascii.

Re: Save as .wmb [Re: Emre] #393325
02/02/12 12:40
02/02/12 12:40
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@Emre: About the mapentity problem. If i remember correctly, the last release of the Newton implementation of GS iterated through all levelblocks and MapEntities to add them to the collision mesh. The loop is written in LiteC, so maybe this helps laugh


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Save as .wmb [Re: Rackscha] #393460
02/03/12 18:01
02/03/12 18:01
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
That's nice! I will try it. Thank you, Rackscha!

Re: Save as .wmb [Re: Emre] #393478
02/03/12 21:13
02/03/12 21:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
if I'm right, map entities are small wmb entities (i.e. compiled wmp) within a level. these are taken into account by ent_next, and works fine with your code. maybe you mean prefabs?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Save as .wmb [Re: sivan] #393482
02/03/12 21:28
02/03/12 21:28
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Yes, i mean prefabs and level blocks. That would be awesome.

Page 2 of 4 1 2 3 4

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1