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#1 centurion

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Posted 27 June 2004 - 12:28 AM

(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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#2 red knight

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Posted 27 June 2004 - 10:29 AM

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.

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#3 centurion

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Posted 01 July 2004 - 03:33 AM

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

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



read: took a look at OGRE examples and eager to show I'm on the task and not doing nothing as I really am.

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Edited by centurion, 01 July 2004 - 03:44 AM.

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#4 red knight

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Posted 01 July 2004 - 06:46 AM

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.

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#5 centurion

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Posted 02 July 2004 - 10:06 AM

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 here, seem to be user-friendly.
Updated the executable.

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Edited by centurion, 03 July 2004 - 04:33 AM.

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#6 centurion

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Posted 05 July 2004 - 12:53 AM

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".

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Edited by centurion, 05 July 2004 - 12:56 AM.

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#7 red knight

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Posted 05 July 2004 - 05:14 AM

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).

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#8 centurion

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Posted 10 July 2004 - 01:10 AM

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#9 RustedSoul

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Posted 10 July 2004 - 12:51 PM

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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#10 centurion

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Posted 10 July 2004 - 11:23 PM

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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#11 red knight

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Posted 11 July 2004 - 06:50 AM

The material must be in a material script (probably in a zip file).

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#12 centurion

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Posted 11 July 2004 - 09:07 AM

Found the material definitions (darn stuff dumped in the same place); please post the textures for the pistol.
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#13 RustedSoul

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Posted 11 July 2004 - 08:14 PM

-_- 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. ^_^

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Edited by RustedSoul, 11 July 2004 - 09:10 PM.


#14 centurion

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Posted 17 July 2004 - 01:43 PM

All right, I'm back.

Will look at the models tomorrow, since unique material naming will take time <_<
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#15 centurion

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Posted 18 July 2004 - 12:57 AM

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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#16 RustedSoul

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Posted 18 July 2004 - 06:39 AM

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

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Edited by RustedSoul, 18 July 2004 - 06:41 AM.


#17 centurion

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Posted 19 July 2004 - 01:42 AM

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, 19 July 2004 - 02:02 PM.

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#18 RustedSoul

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Posted 21 July 2004 - 11:49 AM

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.

oh, and exactly what specifications does the viewer have to satisfy?

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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#19 centurion

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Posted 22 July 2004 - 01:16 AM

Altered stuff.

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#20 red knight

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Posted 22 July 2004 - 09:20 AM

Hey centurion, do you have a couple of screenshots to show ;)

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#21 centurion

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Posted 22 July 2004 - 10:32 AM

We'll have to decide what's the standard light level so that the materials would have consistent colour values.

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Edited by centurion, 22 July 2004 - 10:34 AM.

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#22 centurion

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Posted 22 July 2004 - 11:12 AM

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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#23 red knight

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Posted 22 July 2004 - 06:04 PM

Mhh the ship do definitly has some problems with the texture coordinates (nothing that an artist cannot handle ;) )...

Excelent work Centurion

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#24 RustedSoul

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Posted 22 July 2004 - 07:35 PM

(nothing that an artist cannot handle ;) )...

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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. ^_^

#25 centurion

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Posted 23 July 2004 - 02:57 AM

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.

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Edited by centurion, 27 July 2004 - 08:46 AM.

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#26 red knight

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Posted 23 July 2004 - 06:28 AM

I will have to ask Micah but I think bandwidth is a no issue with the new server. ;)

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#27 Micah

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Posted 23 July 2004 - 01:04 PM

I will have to ask Micah but I think bandwidth is a no issue with the new server. ;)

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#28 centurion

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Posted 27 July 2004 - 07:27 AM

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.

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Edited by centurion, 27 July 2004 - 11:15 AM.

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#29 red knight

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Posted 27 July 2004 - 10:28 AM

Unless you are compiling with VC6, there is no need to use the STLPort. .Net2003 STL is actually pretty good.

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#30 RustedSoul

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Posted 29 July 2004 - 02:07 PM

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.

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Edited by RustedSoul, 29 July 2004 - 02:08 PM.


#31 Breunor

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Posted 29 July 2004 - 06:03 PM

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.

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Edited by Breunor, 29 July 2004 - 06:05 PM.


#32 centurion

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Posted 30 July 2004 - 10:05 AM

Next version of the viewer, added light control overlay and billboards to show the lights' position.

And btw, look at that Grey ... *shudders*

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Edited by centurion, 30 July 2004 - 10:06 AM.

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#33 Breunor

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Posted 30 July 2004 - 04:56 PM

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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#34 centurion

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Posted 31 July 2004 - 12:04 PM

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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#35 red knight

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Posted 31 July 2004 - 12:48 PM

Centurion excelent work there. And BTW that grey looks very creepy.

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#36 centurion

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Posted 31 July 2004 - 01:55 PM

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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#37 RustedSoul

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Posted 31 July 2004 - 05:17 PM

modelviewer meets the scaleblock

possible? handy? or the insane ramblings of uncle Rusty

Attached Files

  • Attached File  3.JPG   22.73K   55 downloads
  • Attached File  4.JPG   21.88K   51 downloads
  • Attached File  5.JPG   23.19K   57 downloads
  • Attached File  6.JPG   22.43K   67 downloads
  • Attached File  scaleblock.zip   4.27K   32 downloads


#38 centurion

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Posted 01 August 2004 - 08:08 AM

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.

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Edited by centurion, 01 August 2004 - 08:25 AM.

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#39 red knight

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Posted 01 August 2004 - 12:17 PM

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.

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#40 centurion

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Posted 02 August 2004 - 03:56 AM

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, 02 August 2004 - 04:15 AM.

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#41 centurion

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Posted 02 August 2004 - 07:37 AM

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.

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Edited by centurion, 02 August 2004 - 07:39 AM.

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#42 centurion

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Posted 02 August 2004 - 09:06 AM

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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#43 centurion

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Posted 02 August 2004 - 11:03 AM

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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#44 PCWizard

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Posted 03 August 2004 - 03:07 AM

Centurion, could you post your code too, not only binaries? It's interesting to see progress visually, but how it works is even more interesting.

Thanks.

#45 centurion

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Posted 03 August 2004 - 03:13 AM

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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#46 PCWizard

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Posted 03 August 2004 - 06:51 AM

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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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?

#47 centurion

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Posted 03 August 2004 - 10:53 AM

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?

<{POST_SNAPBACK}>

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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#48 red knight

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Posted 03 August 2004 - 11:33 AM

You are right Centurion, in fact I will give you Sourceforge account so you can integrate the viewer in the CVS, just let me know your account.

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#49 PCWizard

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Posted 04 August 2004 - 02:38 AM

And what would be the next step? Is it planned just to repeat alpha 4 with OGRE, or we have to do any additional features to be done for... alpha 5 (?) release?

#50 red knight

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Posted 04 August 2004 - 06:22 AM

We plan to implement alpha 4 with added XNet. That is why we are working in parallel importing meshes so we can test them before put them in it.

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

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Pookie cover me, I am going in.