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Coming Soon: WMPSnapper Auto vertet alingment tool #197502
10/07/06 14:16
10/07/06 14:16
Joined: Aug 2003
Posts: 902
Van Buren, Ar
Gordon Offline OP
User
Coming Soon: WMPSnapper Auto vertet alingment tool

The title sums it up.

from the soon to be opened up web site:

The 3D Game Studio system is one of the finest game development systems on the market today. The level editor, WED, allows for the easy creation of WMP level files. The only problem is that final block positioning takes a long time to do correctly by snapping each vertex in each block is snapped to an integer value. Not adjusting the vertex locations can result in visible seams in the compiled level. WMPSnapper addresses this problem by fully automating the process. WMPSnapper goes beyond just rounding to the nearest integer point but has the option to round to the nearest power of two through 128. WMPSnapper also optionally creates a report file of each block that was adjusted. This allows for checking each block after processing verifying the correct adjustment of each block.

By automating the most time consuming (and dull) part of this process the time to finalize a level is reduced to just a few hours. The time savings is nothing less than dramatic. With the cost of this program being under $20.00 it will pay for itself the very first time you use it. And to help prove this we will let you use it for free for 30 days or 100 file processing runs. If it saved you just four hours for each file processed and if you only valued your time at a minimum pay rate then you would be saving over $25 each time you used it!

The software is done, the install has been created, The only thing left is the web site and the online order processing integration. We are looking at (hopfully) less than a week before release. I will put up screen shots as soon as I can.

Our new web site:Westmarch Studios
43 Comments
Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: Gordon] #197503
10/07/06 17:14
10/07/06 17:14
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
this sounds to be something that isnt quite that handy to be honest wed already has a built in version of this, and an automated process? how are we supposed to know were our vertexes will end up in that case? it just doesnt sound all that useful.

Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: lostclimate] #197504
10/07/06 17:40
10/07/06 17:40
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
Serious User
Stansmedia  Offline
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Joined: Mar 2003
Posts: 1,524
Canada
not handy?? he's trying to create a solution to the 1 point snap error thats caused by the integer value. It can be a pain because 1: it creates an ugly line accross the block and 2: In certain places, physics objects can SNAG to these seams.


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Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: Stansmedia] #197505
10/07/06 22:58
10/07/06 22:58
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
How does this tool actually snap the block together, just edit the positions in the wmp file? Do they overlap? I mean, in certain occassions overlapping blocks is actually faster than placing blocks next to eachother with perfect precision (builds faster, less portals etc.)

A tool or possible (future) feature of your tool that would be very useful to me, as long as bsp is around, is turning none visible levelblock faces into 'none' surfaces .. This is something that usually takes a lot of precious time, eventhough it can be done faster if done right from the start off course, but still ...

Edit: Btw, will this tool work with the recently released A6.50.2 update?
Edit: Btw2, eventhough it's perfectly fine with me posting this in showcase II, since you promised screenshots and I think a demonstration, shouldn't this be in tools?

Cheers

Last edited by PHeMoX; 10/07/06 23:03.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: PHeMoX] #197506
10/08/06 02:14
10/08/06 02:14
Joined: Aug 2003
Posts: 902
Van Buren, Ar
Gordon Offline OP
User
Gordon  Offline OP
User

Joined: Aug 2003
Posts: 902
Van Buren, Ar
I debated about putting it in tools but because this is will have a demo this looked like the place to put it at the time.

How this tool works is by ajusting the vertex coordinants of all verteces in the level. It makes no attempt to align blocks but instead fixes the one quant error mentioned above by stansmedia. The report that is generated at the time of the processing lets you check to make sure that the movement was in the right direction. You may end up with a gap but you can quickly find the gap by using the find object functionality in WED. If it moved in the wrong direction then you can use the move face to move the offending face back into alignment.

The one quant error is real and the only way to fix them is to use the move edge and/or move face and/or move vertex with a one quant snap on each and every face/edge/vertex in the level. Even this may still leave some non-integer values in the WMP file. This program will process the WMP file like the map compiler so that the vertex coordinates are at exact integer values.

The options for using snapping to other values than 1 are for more advanced processing that will fix major alignment issues so that you can really slap a level together and have it come out looking good. For example if you used the vertex round at 16 and had walls that were 16 thick then they would be put at exact multiples of 16 throughout the level.

As for your sugestion to the texture none problem that will be a future tool (it was alread on the list).

Stansmedia:
The tool is already created and tested. I just need to get the web site fixed with the problem being having to wait on third party providers to get there part installed.


Our new web site:Westmarch Studios
Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: Gordon] #197507
10/08/06 17:47
10/08/06 17:47
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Thanks for the extra information, good luck getting your website fixed and stuff,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: PHeMoX] #197508
10/09/06 00:59
10/09/06 00:59
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
well i guess i dont get it... wed automatically snaps anyways so whats the problem, what does this fix?

Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: lostclimate] #197509
10/09/06 10:54
10/09/06 10:54
Joined: Aug 2003
Posts: 902
Van Buren, Ar
Gordon Offline OP
User
Gordon  Offline OP
User

Joined: Aug 2003
Posts: 902
Van Buren, Ar
WED snap works as expected but not as needed by the map compiler. open a wmp file and you will see mostly non-integer values in the vertex addresses. The map compiler will convert these to integers. this leads to gaps and visible seems. The main reason for this is that move is based on the center of the block.


Our new web site:Westmarch Studios
Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: Gordon] #197510
10/09/06 14:20
10/09/06 14:20
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
Would be interesting what jcl and co says about this tool...


:L
Re: Coming Soon: WMPSnapper Auto vertet alingment [Re: Gordon] #197511
10/09/06 14:22
10/09/06 14:22
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
it still will make gaps tho cuz i remember at one time i wrote a program that would turn a terrain into a terrain made of blocks, all integer-based and it still didnt close the seams....

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