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XCOMUFO & Xenocide

Model Importing Task Force


centurion

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(so that it's not the signup area that gets swamped)

If I understand it correctly, the game will have models in some more or less standard format (3DS?) and we need code to get them into OGRE objects. Please tell me if this isn't so.

For this a description of the selected format would be necessary, unless we used OGRE's own format, in which case the conversion is a mechanical job of running the available converters.
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OGRE supports their own format named .mesh, and there are several exporters for it in several different apps (Maya, 3D Max, Milkshape, Blender)... the task involve create a prototype to get those .mesh files and show the models in the screen. Nothing too fancy.

Greetings
Red Knight
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And exactly which format(s) are our models in?

Attached is the *cough* prototype *cough* of the viewer part.

[color="lavender"]

read: took a look at OGRE examples and eager to show I'm on the task and not doing nothing as I really am.
[/color]
Edited by centurion
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Ok Centurion, can you provide it in an executable form (that would let you pass as a parameter the name of the model)?

In that way our model facilitator can convert some models into the .mesh format. There is a binary release of the Ogre mesh format to Maya, Max, Blender and Milkshape if you can package them or put in the instruction to the model facilitator would be good.

I had put a message that we need a model facilitator ASAP.

Greetings
Red Knight
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Here it is.

I have only noticed a Milkshape exporter (and an XML exporter, which could be useful if there were XML exporters for the other formats), where can the others be obtained?

edit: OK, found the other converters <_<

edit2: Found out that the exporters are useless on my side as they are plugins for use with the modelling programs. They can be downloaded [url="http://www.ogre3d.org/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=3"]here[/url], seem to be user-friendly.
Updated the executable. Edited by centurion
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Attached is the same thing, with gray background.

I looked into the GUI sample that comes with OGRE, and it seems extremely slow: 30..40 FPS for the amount of stuff that is there is IMO ridiculous. In addition, the scroll bar doesn't work properly (try scrolling all the way to the end by clicking on the free space below the slider; it will go to the last but one entry and not further). So, either we track down what makes it so slow and repair the error, or write the GUI from the "scratch". Edited by centurion
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The old GUI is going to be taken out as we speak, they are going to integrate a new XML based GUI named CEGUI, however the speed is influenced by the OS you use, the video card and things such as using the debug build of OGRE (The release version is quite fast).

Greetings
Red Knight
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ok I converted the socom (human pistol) to .mesh, this was more of a test to find out if i was atleast on the right track. Let me know if it's wrong
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Well, my viewer seems to gets the geometry fine but loses the textures :blink: . The strange thing is, the "razor" model that comes with OGRE loads fine. So, could somebody tell me where is the "Material__25" (that's used in the aforementioned model) defined?

The pistol model has no textures on it, but I tried the fusion facility model from the base model texturing task force thread, it definitely has textures on it and produces the same bland look.
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Found the material definitions (darn stuff dumped in the same place); please post the textures for the pistol.
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-_- sorry i thought they were there, can't seem to find them atm.

I grabbed the rocketlauncher, titan and sidewinder instead. Please let me know if this is how you want them. Once I know how you want them, I will work on them in bulk so you don't have to go all over the place.

edit. If you want them individually packed within the zip, or in xml form, I'd be happy to try and accommodate. ^_^ Edited by RustedSoul
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All right, I'm back.

Will look at the models tomorrow, since unique material naming will take time <_<
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Results:

Sidewinder loads fine, fully textured.
Bazooka loads mesh fine, seems untextured with the exception of the two sides of the visor :blink: , but even they don't have the "obvious" texture piece (half-grey instead).
Titan crashes the XML converter, but loads fine after rectifying the conflicting materials.
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hmmm, delete the old bazooka and replace with this one. I've added some extra files incase you run problems again. (.3ds and an image of what i'm looking at)

(sidewinder | titan) i had a look at the .material files with notepad, both default - 2 material, i'll try and make sure that does'nt happen again; sorry i'm a rookie at this ^_^

it's a long shot, but the problem with the bazooka might be the reference to the texture in the material file... no idea, see what happens with this new one.

edit.. double post and attachment fix Edited by RustedSoul
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Well, the bazooka problem turned out to be pretty simple: ambient color values of 0.2 are REALLY dark.

Maybe there should be some naming convention for materials, like having the model name (short version) in the name, e.g. "bazooka/2-default" ?

edit: oh, and exactly what specifications does the viewer have to satisfy? Edited by centurion
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ok, after some furious navigating around the art world, I managed to dig up some more models and spank them into mesh.

If you are unsatisfied with any of these or wish for a different filing system, then please tell me.

[quote]oh, and exactly what specifications does the viewer have to satisfy?[/quote]
Bump! ^_^

Model: Mesh & model file name: Texture(s) filename:

*[Weapons]
Rifle (low poly) Rifle_low Rifle_low.jpg
Pistol -socom(lowpoly) Socom Socom.png

*[Aliens]
Snakeman Snakeman Snake1.png

*[Ufos]
Ufo Battleship Battleship Texb2.jpg ; Texb3.jpg
Ufo Scout Scout2 Texb2.jpg ; Texb3.jpg

*[Equipment]
Stun grenade Stunnade Stunnade.png


*[Xcap]
Xcap Rocketlauncher Xcap_rocket Xcap_rocket.png
Xcap Lasercannon Xcap_laser h_l_c.png
Xcap Autocannon Xcap_autocannon h_a_c.png
Xcap Cannon Xcap_cannon h_c_c.png

*[Misc]
Bench1 Bench1 Bench01.png
Bench2 Bench2 Bench02.png
Bus Shelter Bus_shelter Bus_shelter1.png
Fire Hydrant Firehydrant Firehydrant1.png
London Post Box London_postbox Londonpostbox.png
Trashcan Trashcan Trashcan1.png
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We'll have to decide what's the standard light level so that the materials would have consistent colour values. Edited by centurion
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Added two fixed lights to the scene <_< , a diffuse at (0, 500, 0) and a specular at (500, 0, 0), camera moves with the INS..PGDOWN keys (3 relative directions, one for each column), model moves (pretty awkwardly) with the cursor keys and the qweasd keys.
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[quote name='red knight' date='Jul 23 2004, 11:10 AM'](nothing that an artist cannot handle ;) )...

[right][post="84431"]<{POST_SNAPBACK}>[/post][/right][/quote]

oi! I read that! I'm taking notes and trying to improve.. what more do you expect from a monkey with a safisticated typewriter. :D

Centurion: I've downloaded your file and will try and use the light settings that are most common in your mat files.

I'm trying to give as much attention towards the learning curve that is required here. As always, this postition i'm trying to fill remains open should anyone decide to wander along and fill it. ^_^
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Right, here comes the stuff making the viewer "environment independent". Sandbox.zip contains the config and non-OGRE dll's (the executable is the same as posted above), and dlls.zip contains the OGRE dll's needed, namely:

OgreMain.dll
OgrePlatform.dll
Plugin_FileSystem.dll
ReferenceAppLayer.dll
RenderSystem_Direct3D7.dll
RenderSystem_Direct3D9.dll
RenderSystem_GL.dll
Plugin_GuiElements.dll (just in case)

so if you have OGRE, please compile these yourself and don't strain the bandwidth. Edited by centurion
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[quote name='red knight' date='Jul 23 2004, 07:34 AM']I will have to ask Micah but I think bandwidth is a no issue with the new server. ;)

Greetings
Red Knight
[right][post="84473"]<{POST_SNAPBACK}>[/post][/right][/quote]


That's correct. If it is xenocide-related, upload everything :)
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STLPort dlls.

edit: added mscv* dlls (dunno, maybe the msvcrt.dll is also needed...)
edit2: added msvcrtd.dll

These are for running the viewer from scratch. Edited by centurion
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Well.. so far the pickings have been quite slim. The majority of my time thus far has been spent searching through threads looking for posted textures and models (32+ hours), you'll understand when I say I'm freakin scared to go back in there. I've pretty much pillaged the other 2 storage areas. Also, it looks like some of the textures have been renamed and placed in a pile of 200 or so.

playing with the sandbox was fun though :D

anyway, here's my current status, and a couple of pics. Edited by RustedSoul
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Hey RustedSoul, here is the XC-1, Rocket HWP, and accesslift, I believe it is the latest version, it was on my system but should also be on the server. I can create several more, I have the items found in the web viewer available for your testing.

These include the texture, and are in mesh/material format with the same names. Let me know if that's not what you need and I'll see what I can do. Edited by Breunor
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Next version of the viewer, added light control overlay and billboards to show the lights' position.

And btw, look at that Grey ... *shudders* Edited by centurion
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Per RustedSouls request, here are various textures I found on my system, many go to the facility models, there are also some models with included textures in here as well, pretty much just a bunch of items that I don't remember seeing on the server, maybe they are though. Seeing a test with a facility and some other items inside it with various light sources would be really cool.
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Viewer upgrade, shows the material of the submeshes (WARNING! Only first technique, first pass data is displayed, petition me if you need more). Will add material editing capacity shortly (no saving the changes though <_< ).
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Editable submesh material light levels (thankfully I don't have to show you the code, half of it switch statements; pleeease somebody tell me if there's a simpler way to do this UI); no texture change/saving changes, so far making screenshots and manually editing the .material is what I use.
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Upgraded viewer to accept multiple meshes, just feed them to sandbox.exe in command line. Number keys 1..9 change between the first 9 models, 0 closes added overlays (not the debug overlay), SPACE writes current material data to a file.
And arts people (attention, Breunor!), please follow your guidelines wrt the scale block; see pocket battleship and giant handgun.

edit: the woodskid after adjusting the shininess is good, even size-adjusted!

And at the time forgot to tell you that the lights got moved to (200, 0, 0) and (0, 200, 0) to be seen right away. Edited by centurion
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Centurion, regarding the UI well C++ and Ogre is not a very good thing for that. That is the reasons why there are people working with C# and Axiom for full fledged tools cause they can mix and match UI entities with rendering.

Greetings
Red Knight
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Thanks for easing my conscience, RK.

Should there be a light-kind-of-script-reading capacity, or in-scene light editing?

Edit: forget in-scene light creation for as long as I don't know how to get input in a cultured way. Edited by centurion
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Lights are now moved, B activates the light editing mode, INS..PGDN moves the selected light, X exits to usual controls.
edit: and BACKSPACE toggles the lights' billboards visibility. Edited by centurion
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Sorry for frequent changes, now N adds a standard light at the origin, R removes the light currently selected (while in the light editing mode).
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Added: editing light colour with 1..8 for diffuse r/g/b/w- /r/g/b/w+, Q..I similarly for specular, A..K for attenuation parameters.
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I hoped it wouldn't come to this ... :idea: but hey, I can always put a disclaimer here! (now really, the code is butchered)
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[quote name='centurion' date='Aug 3 2004, 02:19 PM']I hoped it wouldn't come to this ...  :idea: but hey, I can always put a disclaimer here! (now really, the code is butchered)
[right][post="89366"]<{POST_SNAPBACK}>[/post][/right][/quote]

Thanks again.

Well, as I see, we can watch models with your viewer with different modes and lights. What's left to done? Do you have a list of required features to be compleat before it's possible to implement new ORGE-based engine?
Is there are any documents describing feature set of new engine? May be class diagrams?

BTW, is there are any documents, describes internals of old engine?
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[quote name='PCWizard' date='Aug 3 2004, 03:57 PM']What's left to be done? Do you have a list of required features to be completed before it's possible to implement new ORGE-based engine?
Is there are any documents describing feature set of new engine? May be class diagrams?

BTW, is there are any documents, describes internals of old engine?
[right][post="89370"]<{POST_SNAPBACK}>[/post][/right][/quote]
No documents AFAIK, the viewer should be able to preview the models in the game (maybe more or less complete scenes as well) so that when the models are converted to .mesh, they can be fine-tuned for use and not provide rude surprises when put to use with the engine. That's my personal opinion, if the truth is something else, correct me.
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