Quicktime has always been hell in my experience[as an end user]. Good luck man.
Quicktime provides an *excellent* user (and developer, from what I've heard) experience under OS X, but I try to avoid Apple software in general under Windows. I think part of the problem is that the osg folks aren't really Mac developers, so Mac-specific plugin code doesn't get the same level of attention as cross-platform OpenGL and scenegraph related code. Anyway, I think I'm about halfway done setting up osgdb_png.so, so we'll see how that goes (though I still have to find out how to force the use of a specific plugin).
After wasting most of the day, I have this working. I got the osgdb_png plugin up and running, and then spent another several hours trying to figure out how to force its use in place of the osgdb_qt plugin, before saying screw it and just adding a virtual extension (".istreampng") to the definition of the png plugin for when I want to query it for use reading from a stream.
-D-o-u-b-l-e- Triple-validation of the program so far.
Quote:
[thomas@Bombadil] Applications $ osgviewer -l ../Plugins/osgdb_png.so -l ../Plugins/osgdb_bsp.so ~/tbgblstuff/freebuild/trunk/mods/castle/data/interiors/elfprince/fortress/*.dif
File Resource Version44
LOD COUNT 1
File Version14
a state?0 nlightstateentries 0
reading 117 normals
reading 2648 points
reading 2644 point vis states
reading 1227 texGenEQs
reading 2246 IBSPNodes
reading 1261 IBSPSolidLeaves
read 12 material names
reading 5481 windings
reading 1 TriFans (winding indices)
reading 3746 edges
reading 5 zones
reading 1367 zone surfaces
reading 0 zone static meshes
reading 1 entries into zonePortalList
reading 2 portals
reading 1362 surfaces and lmTexGenEQs
reading 1362 normal LMap indices
reading 1362 alarm LMap indices
reading 0 null surfaces
reading 13 lightmaps and lightDirMaps and lightmapkeeps
reading 4259 solid leaf surfaces
skipping 0 animated lights (deprecated)
skipping 0 light states (deprecated)
skipping 0 state datum (deprecated)
skipping state datum buffer (deprecated) with 0 entries
skipping name buffer (deprecated) of length 0
reading 0 interior sub-objects
reading 335 convex hulls
reading 17822 convex hull emit strings
reading 2680 hull indices
reading 2010 hull plane indices
reading 2680 hull emit string indices
reading 1362 hull surface indices
reading 1250 polylist planes
reading 3254 polylist points
reading 20884 polylist strings
reading 256 coord bins
reading 1823 coord bin indices
reading coord bin mode: 0
reading ambient colors
0 0 0 0
0 0 0 0
reading 0 CSMeshes

File Resource Version44
LOD COUNT 1
File Version14
a state?0 nlightstateentries 0
reading 299 normals
reading 4507 points
reading 4506 point vis states
reading 1974 texGenEQs
reading 5046 IBSPNodes
reading 2489 IBSPSolidLeaves
read 16 material names
reading 11029 windings
reading 1 TriFans (winding indices)
reading 7426 edges
reading 3 zones
reading 2732 zone surfaces
reading 15 zone static meshes
reading 1 entries into zonePortalList
reading 1 portals
reading 2747 surfaces and lmTexGenEQs
reading 2747 normal LMap indices
reading 2747 alarm LMap indices
reading 31 null surfaces
reading 20 lightmaps and lightDirMaps and lightmapkeeps
reading 6756 solid leaf surfaces
skipping 0 animated lights (deprecated)
skipping 0 light states (deprecated)
skipping 0 state datum (deprecated)
skipping state datum buffer (deprecated) with 0 entries
skipping name buffer (deprecated) of length 0
reading 0 interior sub-objects
reading 687 convex hulls
reading 39559 convex hull emit strings
reading 5424 hull indices
reading 4110 hull plane indices
reading 5424 hull emit string indices
reading 2778 hull surface indices
reading 2656 polylist planes
reading 6252 polylist points
reading 42040 polylist strings
reading 256 coord bins
reading 2212 coord bin indices
reading coord bin mode: 0
reading ambient colors
0 0 0 0
0 0 0 0
reading 5 CSMeshes

osgviewer: No data loaded
[thomas@Bombadil] Applications $ osgviewer -l ../Plugins/osgdb_png.so -l ../Plugins/osgdb_bsp.so ~/tbgblstuff/freebuild/trunk/core/data/interiors/kerm/kermcave/*.dif
File Resource Version44
LOD COUNT 1
File Version14
a state?0 nlightstateentries 0
reading 2378 normals
reading 8931 points
reading 8931 point vis states
reading 3607 texGenEQs
reading 11087 IBSPNodes
reading 3874 IBSPSolidLeaves
read 36 material names
reading 20116 windings
reading 0 TriFans (winding indices)
reading 13498 edges
reading 1 zones
reading 4800 zone surfaces
reading 0 zone static meshes
reading 0 entries into zonePortalList
reading 0 portals
reading 4800 surfaces and lmTexGenEQs
reading 4800 normal LMap indices
reading 4800 alarm LMap indices
reading 0 null surfaces
reading 69 lightmaps and lightDirMaps and lightmapkeeps
reading 10151 solid leaf surfaces
skipping 0 animated lights (deprecated)
skipping 0 light states (deprecated)
skipping 0 state datum (deprecated)
skipping state datum buffer (deprecated) with 0 entries
skipping name buffer (deprecated) of length 0
reading 0 interior sub-objects
reading 897 convex hulls
reading 112613 convex hull emit strings
reading 9071 hull indices
reading 6333 hull plane indices
reading 9071 hull emit string indices
reading 4800 hull surface indices
reading 4467 polylist planes
reading 10211 polylist points
reading 72898 polylist strings
reading 256 coord bins
reading 2639 coord bin indices
reading coord bin mode: 0
reading ambient colors
0 0 0 0
0 0 0 0
reading 0 CSMeshes

osgviewer: No data loaded


I still have to implement the following for the loading of the Interiors within an interior resource, plus some random other fields for the InteriorResource as a whole.
Quote:

U32 Baked TSMeshes (ConstructorSimpleMesh)
normals
texMatrices
texMatIndices
extendedLightMapData


[edit]
updated, lots of progress today.
Wow, congrats! I'm extremely happy to see that the DIF loader is progressing smoothly and especially that you were able to put in the effort and power past your problem with QT and PNGs. Carry on the good work!
KermMartian wrote:
Wow, congrats! I'm extremely happy to see that the DIF loader is progressing smoothly and especially that you were able to put in the effort and power past your problem with QT and PNGs. Carry on the good work!


Thanks! This morning between my dentist appointment and coming back to campus after the long weekend I started on the ConstructorSimpleMesh stuff (loading baked meshes), which is going suspiciously smoothly. A lot of the potential kinks have been worked out with earlier attempts to read similar sorts of data.
elfprince13 wrote:
KermMartian wrote:
Wow, congrats! I'm extremely happy to see that the DIF loader is progressing smoothly and especially that you were able to put in the effort and power past your problem with QT and PNGs. Carry on the good work!


Thanks! This morning between my dentist appointment and coming back to campus after the long weekend I started on the ConstructorSimpleMesh stuff (loading baked meshes), which is going suspiciously smoothly. A lot of the potential kinks have been worked out with earlier attempts to read similar sorts of data.
That's excellent; I hope class and dentist went well, and I share your skepticism of code that works well the first time or two. Razz
Great job, elfprince. I can't wait to see the next commit Smile
KermMartian wrote:
That's excellent; I hope class and dentist went well, and I share your skepticism of code that works well the first time or two. Razz

So they did Smile

CyberPrime wrote:
Great job, elfprince. I can't wait to see the next commit Smile

That may still be a while coming. I don't want to mess up the script-base with an engine that is in the midst of funky-town.
Hehe, well-said. I'm sure we'll all be waiting excitedly for the next update, though.
you could have two separate repositories, one for the last stable engine, and the other for your latest tinkering.
DShiznit wrote:
you could have two separate repositories, one for the last stable engine, and the other for your latest tinkering.


That's why I keep an engine repo and a script repo Wink But the latest tinkering as far as the engine is concerned has been happening in OSG plugins, and not even in the engine itself, so I've mostly been playing about with the osgviewer tool and not even in TGE proper. Until I really need to work on game play again, it's much faster to run a lightweight tool from the command line than it is to constantly restart the FreeBuild engine. I've probably saved myself at minimum 2 hours of development time by bypassing the engine for this stage of development. Something I'm rather happy about.
Just got done reading the whole topic... *wipes sweat*

Excellent progress, elfprince! This is awesome Very Happy

I am especially excited about BSP support! (?) I've developed for Source games quite a bit and I've become somewhat proficient using Hammer, so I'd be more then happy to contribute a large number (hopefully) of maps to FB! Razz

Again, great progress, elfprince! I saw your post about this idea not too long back and I'm excited to see it turning out so well Smile
I'm hoping BSP maps won't be too much of a performance hog, I'd like to continue running this from my netbook if at all possible...
DShiznit wrote:
I'm hoping BSP maps won't be too much of a performance hog, I'd like to continue running this from my netbook if at all possible...


BSPs are designed to improve performance Wink But the bsp maps won't actually be loaded into the engine as BSPs.
Quote:
[thomas@Bombadil] Applications $ osgviewer -l ../Plugins/osgdb_png.so -l ../Plugins/osgdb_bsp.so ~/tbgblstuff/freebuild/trunk/mods/castle/data/interiors/elfprince/fortress/*.dif
File Resource Version44
LOD COUNT 1
File Version14
a state? nlightstateentries 0
reading 117 normals
reading 2648 points
reading 2644 point vis states
reading 1227 texGenEQs
reading 2246 IBSPNodes
reading 1261 IBSPSolidLeaves
read 12 material names
reading 5481 windings
reading 1 TriFans (winding indices)
reading 3746 edges
reading 5 zones
reading 1367 zone surfaces
reading 0 zone static meshes
reading 1 entries into zonePortalList
reading 2 portals
reading 1362 surfaces and lmTexGenEQs
reading 1362 normal LMap indices
reading 1362 alarm LMap indices
reading 0 null surfaces
reading 13 lightmaps and lightDirMaps and lightmapkeeps
reading 4259 solid leaf surfaces
skipping 0 animated lights (deprecated)
skipping 0 light states (deprecated)
skipping 0 state datum (deprecated)
skipping state datum buffer (deprecated) with 0 entries
skipping name buffer (deprecated) of length 0
reading 0 interior sub-objects
reading 335 convex hulls
reading 17822 convex hull emit strings
reading 2680 hull indices
reading 2010 hull plane indices
reading 2680 hull emit string indices
reading 1362 hull surface indices
reading 1250 polylist planes
reading 3254 polylist points
reading 20884 polylist strings
reading 256 coord bins
reading 1823 coord bin indices
reading coord bin mode: 0
reading ambient colors
0 0 0 0
0 0 0 0
reading 0 CSMeshes

File Resource Version44
LOD COUNT 1
File Version14
a state? nlightstateentries 0
reading 299 normals
reading 4507 points
reading 4506 point vis states
reading 1974 texGenEQs
reading 5046 IBSPNodes
reading 2489 IBSPSolidLeaves
read 16 material names
reading 11029 windings
reading 1 TriFans (winding indices)
reading 7426 edges
reading 3 zones
reading 2732 zone surfaces
reading 15 zone static meshes
reading 1 entries into zonePortalList
reading 1 portals
reading 2747 surfaces and lmTexGenEQs
reading 2747 normal LMap indices
reading 2747 alarm LMap indices
reading 31 null surfaces
reading 20 lightmaps and lightDirMaps and lightmapkeeps
reading 6756 solid leaf surfaces
skipping 0 animated lights (deprecated)
skipping 0 light states (deprecated)
skipping 0 state datum (deprecated)
skipping state datum buffer (deprecated) with 0 entries
skipping name buffer (deprecated) of length 0
reading 0 interior sub-objects
reading 687 convex hulls
reading 39559 convex hull emit strings
reading 5424 hull indices
reading 4110 hull plane indices
reading 5424 hull emit string indices
reading 2778 hull surface indices
reading 2656 polylist planes
reading 6252 polylist points
reading 42040 polylist strings
reading 256 coord bins
reading 2212 coord bin indices
reading coord bin mode: 0
reading ambient colors
0 0 0 0
0 0 0 0
reading 5 CSMeshes
reading 900 csm primitives
reading 2700 indices
reading 2700 vertices
reading 2700 normals
reading 2700 diffuse UVs
reading 2700 lightmap UVs
checking 5 materials for PNG entries
found isSolid(1) and hasTranslucency(0)
setting transform
setting bounds

reading 900 csm primitives
reading 2700 indices
reading 2700 vertices
reading 2700 normals
reading 2700 diffuse UVs
reading 2700 lightmap UVs
checking 5 materials for PNG entries
found isSolid(1) and hasTranslucency(0)
setting transform
setting bounds

reading 39 csm primitives
reading 130 indices
reading 130 vertices
reading 130 normals
reading 130 diffuse UVs
reading 130 lightmap UVs
checking 1 materials for PNG entries
found isSolid(1) and hasTranslucency(0)
setting transform
setting bounds

reading 39 csm primitives
reading 130 indices
reading 130 vertices
reading 130 normals
reading 130 diffuse UVs
reading 130 lightmap UVs
checking 1 materials for PNG entries
found isSolid(1) and hasTranslucency(0)
setting transform
setting bounds

reading 1508 csm primitives
reading 4524 indices
reading 4524 vertices
reading 4524 normals
reading 4524 diffuse UVs
reading 4524 lightmap UVs
checking 3 materials for PNG entries
found isSolid(1) and hasTranslucency(0)
setting transform
setting bounds


osgviewer: No data loaded
[thomas@Bombadil] Applications $ osgviewer -l ../Plugins/osgdb_png.so -l ../Plugins/osgdb_bsp.so ~/tbgblstuff/freebuild/trunk/core/data/interiors/kerm/kermcave/*.dif
File Resource Version44
LOD COUNT 1
File Version14
a state? nlightstateentries 0
reading 2378 normals
reading 8931 points
reading 8931 point vis states
reading 3607 texGenEQs
reading 11087 IBSPNodes
reading 3874 IBSPSolidLeaves
read 36 material names
reading 20116 windings
reading 0 TriFans (winding indices)
reading 13498 edges
reading 1 zones
reading 4800 zone surfaces
reading 0 zone static meshes
reading 0 entries into zonePortalList
reading 0 portals
reading 4800 surfaces and lmTexGenEQs
reading 4800 normal LMap indices
reading 4800 alarm LMap indices
reading 0 null surfaces
reading 69 lightmaps and lightDirMaps and lightmapkeeps
reading 10151 solid leaf surfaces
skipping 0 animated lights (deprecated)
skipping 0 light states (deprecated)
skipping 0 state datum (deprecated)
skipping state datum buffer (deprecated) with 0 entries
skipping name buffer (deprecated) of length 0
reading 0 interior sub-objects
reading 897 convex hulls
reading 112613 convex hull emit strings
reading 9071 hull indices
reading 6333 hull plane indices
reading 9071 hull emit string indices
reading 4800 hull surface indices
reading 4467 polylist planes
reading 10211 polylist points
reading 72898 polylist strings
reading 256 coord bins
reading 2639 coord bin indices
reading coord bin mode: 0
reading ambient colors
0 0 0 0
0 0 0 0
reading 0 CSMeshes

osgviewer: No data loaded


Things are moving quickly, as I have time to work! I can load ConstructorSimpleMeshes properly now.
Double Post. At this point, I am can read (as far as I know) all of the data from the important interiors. I'm ignoring information about VehicleCollision, InteriorFollowNodes, and embedded game entities (populated by magicButton() which we've never used for anything), and a couple other fields. No reason they can't be implemented at a later date, but they are irrelevant for now. Time to start pushing the geometry into osg-friendly data structures.


[edit]
A LOD node is now being populated with dummy geometry at properly scaled ranges of visibility. I am now content to take the early/mid-week homework/classwork break
elfprince13 wrote:
Double Post. At this point, I am can read (as far as I know) all of the data from the important interiors. I'm ignoring information about VehicleCollision, InteriorFollowNodes, and embedded game entities (populated by magicButton() which we've never used for anything), and a couple other fields. No reason they can't be implemented at a later date, but they are irrelevant for now. Time to start pushing the geometry into osg-friendly data structures.


[edit]
A LOD node is now being populated with dummy geometry at properly scaled ranges of visibility. I am now content to take the early/mid-week homework/classwork break

Yayz on getting stuff working, good luck with that break don't forget your way around the code in that time. Razz
I've been staring at the same 3 files for a month, I'm not forgetting anything Wink
TheStorm wrote:
elfprince13 wrote:
Double Post. At this point, I am can read (as far as I know) all of the data from the important interiors. I'm ignoring information about VehicleCollision, InteriorFollowNodes, and embedded game entities (populated by magicButton() which we've never used for anything), and a couple other fields. No reason they can't be implemented at a later date, but they are irrelevant for now. Time to start pushing the geometry into osg-friendly data structures.


[edit]
A LOD node is now being populated with dummy geometry at properly scaled ranges of visibility. I am now content to take the early/mid-week homework/classwork break

Yayz on getting stuff working, good luck with that break don't forget your way around the code in that time. Razz
Hehe, definitely agreed. The mental Programmers' Cache is a delicate beast in my experience, and can easily be flushed by a week away from code or emotional turmoil.
  
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