Engine3D: Diapers to KinderGarten

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Dare2
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Engine3D: Diapers to KinderGarten

Post by Dare2 »

I need some help.

I am out of diapers (just, I think) but I don't yet qualify for KG.


Q1:

Thanks to some code by Danilo I can import MilkShape Ascii and create meshes for the old engine, which is a huge plus! It means I can roll-my-own resource file. But I don't understand enough about how the values hang together or how the new OGRE mesh format works to make the new format meshes.

.. and ..

nor can I work out how the texture info gets mapped from image to mesh, or how the bones -> skeleton file gets created. So my entities end up with eyes in the belly button and tyres on the windshield. :) And they're sans skeleton files.

Can someone explain how the new -v- old mesh system works. And for either, what the values actually reference, and relative to what? Or give a link that explains these things? (The OGRE format specifically would be a huge bonus. I can't find this info.)

Q2:

Animations. I cannot gain enough control of animations. For example I have only found out the way to start them, not how to check them (which frame is currently showing, etc). This is a begger, especially if someone gets blown away and dies, bounces up, dies, bounces up, etc. "Best guess" at when the anim should end is likely to have the entity come to rest suspended in midair.

So is there a way to do this? Or control the steps - like EntityPlayFrame(#ent,framenumber) - or something?

Or will I need to have make entity per pose and control which entity to display at any given time to create an animation?


Apart from this, things are looking good. Hehe.

BTW, for what I am doing the old engine will be OK, I think. Provided I can control animation and handle the relationships between various bones/joints/materials etc. For which I need to know how to interpret the numbers.

Thanks!
:)
@}--`--,-- A rose by any other name ..
Dare2
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Post by Dare2 »

he! Found this:
http://artis.imag.fr/Membres/Xavier.Dec ... al4.html#A

So - finally getting some visualisation of what is going on!

However any additional help still gratefully accepted! I need all I can get.

And on anything that helps with control of animations.
@}--`--,-- A rose by any other name ..
Brice Manuel

Post by Brice Manuel »

I would help if I could, but me and 3D do not get along very well :(
Dare2
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Post by Dare2 »

Brice Manuel wrote:.. but me and 3D do not get along very well ..
I can relate.

To me, 3D programming is like a powerful, mysterious and alluring woman. I want her!

So right now I am learning about her. What she likes. What she hates. I am asking around, and checking her out.

When I have enough info, I'll make a serious move on her.

hehe.


Hmmm. On a re-read, if she was a real lady, this would be stalking! But as "she" is not, it is research.
@}--`--,-- A rose by any other name ..
Dare2
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Post by Dare2 »

I've spent ages searching these forums and seen some very good code and coders.

I have been doing searches by author.

Props to Comtois, he is a blooming genius. Lots of good stuff on his site and on a wiki.
Dige provided some very good mesh info, which I am hoping to understand. I have still to do a proper search followup on Dige's stuff.
Danilo has some very good code, like the Milkshape converter.

At the moment my head is spinning, so I am taking a break.

But if anyone can point out some names of good 3Ders who have shared helpful code, I would appreciate it. I will do a search on their nicknames and find the snippets.

This is a very interesting area. I think I am falling in love!

:)
@}--`--,-- A rose by any other name ..
zefiro_flashparty
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meshes in pb...

Post by zefiro_flashparty »

hi, i have more problems , never find the old ogre pluguin to export mesh, i use other plugins, and never can export the bones animation..
and not have info to make the bones secuence... or make other exporter..

wen export a mesh in milkshape, the texture bmp of uvmapping need flip 180* vertical and flip horizontal ,

if the mesh have more uv.. need export the object , individuals, and flip the texture mapings, individuals,

see mi demo using mesh exported from counter strike condition zero
whit milkshape,

http://graygriffen.net/~zefiro/demo3dzefiro.zip

i not have time to make a bones exporter from other format, i test make all secuence in meshes and flips this , but see the animation in jumps...

see the demo! :)
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