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Messages - VlasovAlexey

#1
Change List:

V0.2
Fixed the bug with missing UVW Coordinates.

Added support for Binary Format.
Added a new Plug-in "Collision Tools" to GL Basic Tools Menu.
Added the Bounding Box Collision Generator.
Added the Bounding Sphere Collision Generator.

Updated all sample files (converted all *.dda to *.ddd)
Added correct normal lighting to Demo Projects 

V0.1
Starting the new release:

More Info and Download New Version:
http://scan3d.ru/index.php/productsmenu/gl-basic-tools


To update the plug-in you need to delete GLBasicTools:

Customize > Customize User Interface > Menu > GLBasicTools

You also need to delete GLBasic-GLBasicExport.mcr from here:

C:\Documents and Settings ("Users" for Vista or Win7)\Administrator\Local Settings\Application Data\Autodesk\3dsmax\2009 - 32bit (or your version of 3ds Max)\enu\UI\usermacros

Then you need to install the plug-in manually by copying the files into corresponding folder. This file is generated automatically when starting the script for the first time. It is also added automatically to the installed version of 3ds Max.


Please follow the instructions precisely, otherwise the plug-in will not be installed correctly and the new menu tab 'Collision Generator' will not be added. Sorry for the inconvenience, this is how Script Interface 3ds Max works.
#2
Quote from: mentalthink on 2011-May-23
A little video for bakup a texture, from 3ds max to Glbasic.

Thanks so much for support Iván!  :booze:
#3
Quote from: erico on 2011-May-23
You can also use this to uv unwrap your OBJ models, it´s wonderful.
http://www.uvlayout.com/

or use 3Ds Max simular Pelt Tools  :good:
#4
Quote from: matchy on 2011-May-22
 
I couldn't get non-standard materials to import though so I'd would really, really, really appreciate if this was working.


GLBasic have one limitation - one object has one texture. This important for understanding. Different 3Ds Max materials can be multi texture or layered or procedural maps. I supporting only Standard material because only this one can be "One Diffuse texture to one Object". For example - object with multisub material must be divided by simple objects for correct visualization and export to GLBasic.

For short. I not support this feature because GLBasic have this limitation. But this limitation is holly grail. One object==one draw call. Very good idea for optimization.

To resolve your problem simple asign Standart Material type for all objects in the Scene.

Sorry for terrible english :'(
#5
Some Peoples ask me about price. This plug-in is free and developed for fun(learn Max Script and Object Oriented Programming) and absolutely free but have COMMON DEVELOPMENT AND DISTRIBUTION LICENSE (CDDL).
#6
My terrible provider going up!
#7
Quote from: Kitty Hello on 2011-May-16
The ddd file format is closed source. Should I open that?
Yes :enc:

Quote from: Kitty Hello on 2011-May-16
It's pretty complicated to write because of the indexed normals.

No problem.
#8
Hi,
I've a question about the binary *.DDD format. Having looked through ac3d-ddd-plugin SRC, I realized that normals are indexed using tables from MeshObject.cpp gAvertexnormals()

I want to add support for binary export to GL Basic Tools for 3Ds Max. I'm not a pro at C++ so I need some kind of a manual, something like this:

filetype  (int) 4 bytes
version   (double) 8 bytes
numAnimations (int) 4 bytes (number of animated frames?)
numColors    (int) 4 bytes (are these colors for each triangle?)
numTextures  (int) 4 bytes (number of UV vertexes?)

//Triangles Color

T1 ..(unsigned long)(4 bytes)( How do you describe a color with 4 bytes? RGBA(one channel – one byte) or some other way?)
T2 ..(unsigned long)(4 bytes)
...
xxx ..(unsigned long)(4 bytes)

// Texture UV Coordinates

m_Texture[0]. (float) 4 bytes to X Mapping  Coordinate.
m_Texture[1]. (float) 4 bytes to Y Mapping  Coordinate.
.....
The total number of lines is the same as it is in numTextures.

Then I couldn't work out the sequence in which I needed to save indexes for normals, triangles, animated frames and vertex coordinates. I need a detailed guide, like the one above.

Thanks for any help...
#9
GL Basic Tools is a script based plug-in used for exporting geometry, textures and scene data into GL Basic formats *.DDA and *.DDW.
It supports:

- any type of objects and primitives (Skinning, Cloth, Soft Body, Particles etc )
- any version of 3ds max starting with 2008 and above (32 and 64 bit)
- batching files and directories


More info(scenes and project examples) and download: http://scan3d.ru/index.php/productsmenu/gl-basic-tools
#10
Quote from: MrTAToad on 2011-Apr-17
See my routine for sending emails : http://www.glbasic.com/forum/index.php?topic=6141.0

Thanks!
But please some comment about autorification to server? Or please post links to docs for resolve this question.
And another question. How make atached date(e.g. jpg Pictures) to mail body message?
Thanks again!
#11
How send email through GLBasic Comands(Iphone/Ipad)? :nw:
#12
If you past all files to same root - all work fine.
Example:

[Folder] _CodeSignature
[Folder] Media
Icon.png
Info.plist
iPhone-Info.plist
Islands
PkgInfo
ResourceRules.plist

Textures and Sprites not displayed. Now move "Media" files to root:


[Folder] _CodeSignature
[Folder] Media
Icon.png
Info.plist
iPhone-Info.plist
---------------------
Land.bmp
Water.bmp
---------------------
Islands
PkgInfo
ResourceRules.plist

and now work fine. This rule work for any 3D Examples for me.
Finally, model loading is very slow(1-1,2Mb per second) on "Animation" example.
#13
After very strange manipulation with XCode versions all works fine.
Another problem. 3D Examples doesn't load textures and models. Simply - all media not found.

I put Resources to media folder. But still get "flat" render.

You can download "Islands" example compiled by me for IPhone.

http://scan3d.ru/public_downloads/IslandsBug.zip

Thanks for Help!

p.s. " iPhone Touch demo" load sprite fine...
#14
OK. It works with 7.203 GLBasic. But if I use newer version 8.х, I get this compilation error message:
---
Linking <path to build>build/Release-iphoneos/iTouchMouse.app/iTouchMouse(1 error)
    collect 2: Id terminated with signal 6(Abort trap)
Command <path to GCC Compiler> failed with exit code 1
---
I think the problem is in the compiler or the project's settings. What version XCode and Iphone SDK should be to use GLBasic 8.х?
#15
Ian Price may be, you're wrong.
Unfortunately, my English is not too good, so, please, read this http://en.wikipedia.org/wiki/Virtualization.

In a word, it doesn't matter what platform you're working with, basic tools use full virtualization
http://en.wikipedia.org/wiki/Full_virtualization

Any application made with XCODE can be launched in an emulation mode. It is compiled using ARMV6-7 architecture and runs on simulator, which means that project settings are the same as in the GLBasis generated project. It shows that internal XCODE simulator supports ARM architecture emulation.


I have a couple of questions to developers:

1. Will Newton SDK sample run on iPhone or iPad correctly? I'm not concerned about the speed right now, but the possibility itself.

2. Are there any examples of using Box2D physics for iPhone? (source-files I mean) What are the restrictions?

3. What are the additional restrictions for compiling a project for iPhone, except those described in help section? I mean some programming/memory management refinement, if there are any at all.

4. By the way, how exactly is memory unloading organized? Is there any kind of a memory manager or maybe methods of working with memory for iPhone?


Thank you for your time!