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Messages - niksha

#1
Is the demo of GLB 3D capable? I am asking cause I see "may require 3D addon" in the window but I can run some 3D sample, while at the same time bump mapping sample shows up as a flat plane (and some other samples do).

So is the demo still 3D capable or just 2D? (I remember demo letting me use 3D before, that's why curious)

Thanks.
#2
Well, my models were meshes and had UV map as well. I don't remember trying the X_SET method you mentioned so I will have to give t a try.

On the side note, I remember sending the model with problem to Gernot and even he couldn't solve the problem. He mentioned updating the converter (model converter as far as I can remember) for these problems in models but I never got a reply after that (so I left since it seems 3d wasn't the priority).

Well, anyways, I will give it a try later on. But considering the lack of replies on this problem since last time, it looks like GLB isn't used for 3d stuff a lot (or at all). Mostly hand held/2d games so I guess it still is the poor choice for such projects (I am not trying to create a MMO :P). Oh well, I'll stick to my current tools then.
#3
I left GLB for '3D GameStudio' a long time ago (using it for a game atm actually) mostly because in GLB, textures on 3d models didn't show up correctly when exported from 3ds max. So anyone here using GLB with 3d models encountering any problems with the new updates (I tried it a long time ago)?

Basically, my problem was using a model with the multi-texture material from Max (model with different ID's using different textures). Using 'Render to Texture' (RTT) to generate a single diffuse map for the model didn't work properly for models and textures showed up all scrambeled (like someone inverted UVW map on the models or sometimes the alpha didn't work properly). Though one thing I didn't try was using RTT on models and then using the generated texture as a single standard material (ie. single diffuse map) on the model. But that's the problem here, it is the long way around the problem so it would be nice if someone can forward me to a game using models with multi-texture materials or something similar.

Either way, I am going to download the new demo and see for myself, but do post if you have something to share because I left GLB heartbroken (still love it :P) just because I couldn't get the models to work properly in my game :(.

Thanks.
#4
Quote from: bigsoftyI seem to remember a 3D demo of a Quake 4 model that used a nice baked texture? Anyone?
Well, tbh I just want to know how to get baked textures (multi/sub material actually) working with .3ds format from 3dsMax (2008) itself. The format is old and doesn't support a lot of features (materials ie.) according to what I have read here and there. Anyways, still haven't got a single model with baked textures working in GLB.

I am interested in GLB primarily because of 3d features and had to go back to pre-rendered sprites for my game using another engine. If anyone figures out or knows how to, please do post.
#5
Has anyone imported a model with baked textures into GLB so far? If yes, how exactly did you export the model?

Since baked textures from max don't work in 3ds format, I am still looking for a way to do this if possible.
#6
Sorry about the delay (some problem with net here). I just mailed you the model and the settings.

As for the samples.. I am an idiot, I didn't know there were samples with the demo (I thought the samples were the apps from the homepage). :D


The adventure continues..
#7
I am back.. with more questions of course..

(Let me know if this is getting annoying)

a) I still can't get that texture working. (Gernot, I can send you the model and texture if you are free and it's not a problem)

b) What's the best way of creating a world in 3D according to you? Like the shot above of the terrain, I intend to tile squares like that all over the place (which I haven't figured out.. how to tile them without overlapping). Will that slow down the game? Or should i just create the (whole) terrain in the 3d app and import it in GLB. Basically, should I just create the game in the 3d app and import them in GLB one by one or as in whole? (will that slow down the game? consume too much memory.. unless GLB uses LOD tricks or something similar).

c) Any tutorial that explains working with the lights? THe samples you get from the homepage are good, but the problem is that they come with too much unrequired code as well (like that sphere+dynamic light tutorial) and for a noob like me, figuring out simple dynamic lightining among all the model import and rotation codes is.. well, a pain (not to mention, there isn't really detailed commenting going on in them).


Thanks again (actually, my priority is the tiling problem, b).



EDIT: BTW, for light. I want to basically create a flashlight & lamps or fire.. (with dynamic shadows). Is there a way to assign a texture as a dynamic light? or attach a light at some precise point on a model (for a flashlight).


EDIT 2: Ok, so I am testing some really big terrain (using one texture, unfortunately, since multi textures doesn't work) and it seems to work fine (can't tell if there will be slowdowns without adding additional content). However, the draw distance, or the 'fog' is too low in GLB for 3d view. Can't seem to find the option to increase it in help file (or wether it can have performance loss). I am going to give ther hexen demo another try now (since it uses large areas).

Still, the problem with using multi/sub material in max is killing the fun (I can't imagine working on complex models without this.. unless someone can tell me the way to do it). :(
#8
Thanks a lot Gernot. I was able to get X_ROTATION to work with the model as well side by side. Thanks :)


Now to get the chicken into the game... err, I mean the player model.
#9
Alright, I am stuck here. Is there a simple example somewhere which shows X_Collisionray in action with a 3d object? Even if I check and it returns positive for object colliding something at Y axis, how do I move the object exactly on the top of the ground? (also, what exactly does the "scal#" value for?)

This is why CnP method of learning can be a big pain :(


Help please.
#10
Quote from: GernotFrisch1.Use X_COLLISIONRAY on the ground to find out the y-coordinate of an x,z point ;)

2. Did you take a look at the Entity wrapper I wrote? You can bind the camera to a player there.
It's just:
X_CAMERA ply_x +cos(phi)*d, ply_y+height, ply_z-sin(phi)*d, ply_x, ply_y, ply_z
where ply_xyz = player pos
height = heigt of camera above player
d = distance of cam to player

3. the chicken
Thanks, going to give it a try again now. :)



Quote from: GernotFrischOMG! You're the most terrific modeler I personally met
Umm, the models are Blizzard's, I created the levels using those models (atleast PC Gamer loved it) and retextured everything for high-res. However, for my game, obviously, I am working on 'everything' from scratch (what I couldn't do with Wc3..).
#11
No, only one texture (baked texture) but it's spread out.. for eg.:

Render to Texture option in max generates following texture for 2 poly model (multi/sub material using IDs)..

.. in-game on the model, it shows up like this..


On the other hand, a simple texture (since the model simply uses this texture for both polies anyway)..

.. in-game on the model, it shows up like this..

^ That's what I want.

Now I am just wondering, how will this work for complex models (like trees, characters, tanks.. etc.) which cannot do without texture baking (unless I use one texture for every part of the model :P). I am no pro modeller, so maybe someone can tell me how (I am just trying to do what I did when modding games like Doom3 and Unreal..).




-----------------


Other probems I am having :D

Best exlained with pictures again..



1) In pic-1, the bump maps and lighting (using 1 ambient and 2 spot lights, including 1 for bumpmaps) are working fine. But I can't seem to find a way to move the shrub on the Y axis. Is there a way to make objects like plants automatically alight on top of terrain? Some collision based trick? Even manually, how can I get the plants aligned on top of the terrain... without them going underground like that? (adjusting every model in max just won't work here since there will be hundreds of these models all over the place)

I mean, creating a level to the detail of which I am used to will be painful if I have to manually align every grass and rock object all over the world. Still, I am more than willing to do that if I can figure out how :P

PS: I tried going through the examples codes but that stuff just flew right into my head, not even over it. Can someone please explain it to a noob?


2) In pic-2, I am rotating the objects.. so since the spot lights are static, the scene screws up.. however, I DO love the way it shows the bump maps when animating (well, rotating models with the mouse). So what I want to know is how can I just move the camera with the mouse, for example, in the games like Oblivion, just move the cam around the character. What I want is to just let the player move the camera around without locking onto any object (like in SC or Warcraft, moving mouse to the edge of the screen moves the screen to that direction). Also, when needed, how can I restrict the cam movement around an object instead of rotating the object itself?


3).. what came before? The egg or the chicken?





Thanks for the help :)
#12
Hey guys, has anyone here (using 3dsMax) tried importing complex models or models using Multi/Sub materials into GLB? Did someone tried using Render to Texture for baking the textures?

If anyone did, how did you get it to work? I can import simple models or complex models into GLB (even bumpmaps work fine) without any problem (single frame tested only) but have to alwasy replace the baked textures with some simple texture  versions, else the texture showed up unwrapped inside the GLB (models shows up fine).

I have the model turned into mesh and all, and it works fine with single, unbaked textures, but the moment texture is complex, it shows up unwrapped in-game. :(


I am also having problems turning ambient light on (it turns on like a spot light, lighting from one side only). Maybe the problems are connected.
#13
Noob Questions:

Can someone please tell me which OpenGL version GLB supports? (just curious)

Also, Gernot mentioned (to me, when I bugged him about this :P) something about working on shaders related demo. Well, while we are at it, can someone tell me if there is a demo using stuff like specular maps (or HDR), water, explosions (fire.. basically), rain effects and all.


Right now I am busy working on 3d models so I want to test them out using the effects I want in-game (yeah, being a noob at GLB isn't fun for me). Can someone just point me towards the tutorials. Personally, I am happy with using CnP method for this stuff (if it's way too advanced to add in GLB).

Also, anyone tried FX Shader 2 from nVidia for GLB? It supports OpenGL shaders now..
#14
Ah nevermind. I thought pressing F1 automatically showed the required page so I wasn't paying attention to the left column and 'enter' press part. It works fine now, my bad.
#15
Nope, still shows up "The page cannot be displayed" (no page) in the help file. I still have to manually go through the commands.

Anyways, it's not much of a problem since I can still select them manually.