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01-28-14, 04:33 PM | #2221 | ||
Black Magic
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Someone should try editing the bounding box for something and make it really small and located way above the object and see if it effects whether the object gets collided with (via a shell/another object). |
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01-28-14, 07:47 PM | #2222 |
Black Magic
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Fixed the code to account for this new discovery I made. Now the bounding boxes and bounding spheres are part of the bone binding class.
Accounting for the bone binding's bone's position now renders the bounding box in the correct position in 3D space: Looks just like Granny Viewer Gotta love it... Moving the bone binding's bone's position also moves the bounding box associated with it. Also fixed a problem I found when you move individual vertices of a mesh using the mouse. |
01-28-14, 08:03 PM | #2223 |
Black Magic
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v1.1.424.1. released. See post #1
- Fixed problem when moving individual vertices of a mesh with the mouse - Started coding in new Feature: File-->Clean. This will clean the GR2 file of unneeded entries and objects. Currently only removes 'filler' found between embedded strings. I would strongly suggest only using this right after you load a file. If the 'cleaner' encounters an exception and it has modified the file then it will close the file to protect it (thus you lose everything if you didn't save it before). - Fixed problem in renderer where it was using the incorrect shininess strength value - Adjusted code to account for discovery made of how bounding boxes are controlled via bone binding's bone (they provide an offset) - Added code for any lights defined to be rendered in 3D space. You can render the light's position and it's name. Selecting the light in the lights treeview will cause the rendered 'spot' to double in size. Selecting the same light again in the lights treeview will render the 'spot' normal size. This makes it easy to find the light. You can also set the render color for the lights. - Enhanced the importers so that if they encounter a Ks value > 1.0 in the MTL file then they will scale it to 0.0-1.0 range (so it's compatible with Granny) - this fixes the problem gap was having with the barrage balloon |
01-29-14, 03:36 AM | #2224 |
Admiral
Join Date: Mar 2007
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01-29-14, 10:27 PM | #2225 | |
Black Magic
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Now all you need to do is click File-->Open and select the GR2 file you want to open v1.1.427.1 released. See post #1 Fixed rendering problem with some units (a part or parts of the unit would not render) Did some optimizations to make the loading/saving faster |
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01-29-14, 11:55 PM | #2226 |
Black Magic
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v.1.1.428.1 released. See post #1
More optimizations done to make the loading process faster Optimizations done to make the moving/rotation of a mesh or moving of it's vertices faster Fixed rendering problem with the bounding spheres (they were rendering in incorrect positions) |
01-30-14, 02:21 AM | #2227 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Sorry for not reporting lately, I have been quite busy during the last few days, and thank you for your great work.
Maybe this is a banal question, but seeing how fast you are progressing with your application, I wonder how far are we from the possibility to add new meshes to a granny file (or delete them), as you mentioned in another thread. Together with animations, that is probably one of the most important features needed for creating 'complex' units, i.e. composed by many independent parts, without having to carefully select the GR2 template that we start importing our meshes in |
01-30-14, 03:30 AM | #2228 |
Admiral
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01-30-14, 07:19 AM | #2229 | |
Black Magic
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01-31-14, 05:31 PM | #2230 |
Admiral
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01-31-14, 05:50 PM | #2231 |
Black Magic
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You said yes to add missing embedded strings. That is why it's asking if you want to save the changes.
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02-01-14, 08:23 AM | #2232 |
Admiral
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Are those "missing embedded strings" modifications gonna negatively or positively affect the SH5 simulator if I click "yes save changes" ?, thank you for your help
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02-01-14, 08:42 PM | #2233 | |
Black Magic
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Fixed the texture coordinate rendering problem I found when rendering gap's barrage balloon's uvs. All his uvs were in the range of 0.0-1.0 but the app still tiled them 2X2. What I changed was where the app was getting the uvs from. Before I was taking them straight from the mesh. I found that when dumping the DirectX internal data structures it 'optimizes' the uvs and other data so they are not 'original' anymore. Now the app takes the uv data from the vertices in the mesh's PrimaryVertexData class. Also did some more optimizations on the loading to decrease the loading time even further. I'll never attain Granny Viewer speed but every little bit helps Also fixed problem of bounding box(s) not being recomputed when importing |
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02-02-14, 02:41 AM | #2234 | |
Navy Seal
Join Date: Jan 2011
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Have you looked into why, once imported with your application, the baloon gets so many 'redundand' vertices? Looking in its UV map, I have spotted a few unwelded vertices which can be optimized before importing, but they evidently can't be the one reason for the many tangents/binormals displayed by your application for each vertex. Useless to say that the lesser the vertices, the smaller the file size (on disc and in memory), the smoother the rendering of units in game P.S: what is the exact meaning of the 'calculate' button in the meshes tab? IIRC, it says something about normals, but clicking on it does nothing apparently... |
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02-02-14, 05:21 AM | #2235 |
Admiral
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