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Re: Save as .wmb
[Re: sivan]
#392757
01/27/12 10:31
01/27/12 10:31
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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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... some hints for usage: - to use custom compilation add "-dialog " like this: exec("%EXE_DIR%\\wwmp2wmb.exe","-dialog export.$$M -pal expalette.pcx - be careful, sun and ambient RGB is used within interval of 0..100, and not 0..255, (and not BGR!) - fog rgb colors can be added too, like: -fog1 40 38 40 (but fog_color and start and end should be set in script) - use thread -1 , if you have a single core pc at the moment I compile with these flags: exec("%EXE_DIR%\\wwmp2wmb.exe","export.$$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!
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Re: Save as .wmb
[Re: sivan]
#392800
01/27/12 16:13
01/27/12 16:13
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
OP
User
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OP
User
Joined: Jul 2007
Posts: 619
Turkey, Izmir
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Hi Sivan, thanks for test and hints. entity specific decal shadows do not work Afaik decal shadow can't save with wmb. There is no decal shadow in model struct.
{ //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
}
entity bounding boxes are not saved as I see Yes, here is problem about BBOX;
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. a .wmp saving tool would be fun too! indeed But i am not sure that is possible.
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Re: Save as .wmb
[Re: Emre]
#392806
01/27/12 17:19
01/27/12 17:19
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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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...
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Re: Save as .wmb
[Re: sivan]
#393177
02/01/12 09:06
02/01/12 09:06
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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Hi I just realized that the saved [.$$M] file can be opened/saved directly by WED, thus this [.wmb] exporter is more useful than I thought... (of course it is more limited than [.wmp] but works)
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Re: Save as .wmb
[Re: sivan]
#393247
02/01/12 17:36
02/01/12 17:36
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
OP
User
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OP
User
Joined: Jul 2007
Posts: 619
Turkey, Izmir
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I just realized that the saved [.$$M] file can be opened/saved directly by WED, thus this [.wmb] exporter is more useful than I thought... (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.
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Re: Save as .wmb
[Re: Emre]
#393325
02/02/12 12:40
02/02/12 12:40
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@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
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
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