Roller Model

Post new topic Reply to topic  [ 26 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Roller Model
PostPosted: Wed Sep 01, 2004 10:53 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4771
Location: Scotland
There have been some really great models recently, I don't suppose someone wants to do us a better model for a roller that we can use in game? ;)


Top
 Profile  
 
 Post subject: Speaking of the roller model..
PostPosted: Wed Sep 01, 2004 11:25 pm 
User avatar
Obliterated

Current Scorched3D Rank: Unranked



Joined: Sat Apr 24, 2004 6:52 am
Posts: 1393
Location: Florida, USA
Hey speaking of the roller model, if you use the current "roller.ase" model for a projectile the texturing for it is broken. All projectiles that use the model get the same texture, regardless of what texture is set to be used in accessories.xml. Oddly enough tho, the texture can be a different one each time you start up Scorched.

I actually have added a few textures for the roller model in Apoc 2. Just flat colors mostly but still it would be nice if you could actually see them all in the same game. Is there any chance this issue could be addressed?
Undead.

Scorched 3D Documentation & Help


Top
 Profile  
 
 Post subject: Re: Speaking of the roller model..
PostPosted: Wed Sep 01, 2004 11:34 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4771
Location: Scotland
Bobirov wrote:
Hey speaking of the roller model, if you use the current "roller.ase" model for a projectile the texturing for it is broken. All projectiles that use the model get the same texture, regardless of what texture is set to be used in accessories.xml. Oddly enough tho, the texture can be a different one each time you start up Scorched.

I actually have added a few textures for the roller model in Apoc 2. Just flat colors mostly but still it would be nice if you could actually see them all in the same game. Is there any chance this issue could be addressed?


Sorry I don't understand can you post the config you are trying to use the change to texture. Currently the texture cannot be set. However I am wanting to change it to a milkshape model with a texture.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Sep 02, 2004 5:14 am 
User avatar
Desintigrated

Current Scorched3D Rank: Unranked






Joined: Sat Jun 12, 2004 12:53 am
Posts: 2884
Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
I'd love to do that, Gavin. Any thoughts on what you feel it should look like?

One question: Do they only roll on one axis? (ie: Could it be cylindrical rather than spherical?)

I'll throw a couple things together tomorrow (or maybe later tonight - GMT-5) and post a couple shots here for opinions.

/cbx
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


Top
 Profile  
 
 Post subject:
PostPosted: Thu Sep 02, 2004 11:39 am 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4771
Location: Scotland
Cool :) Yes the can roll on any axis. I did think of making cylindrical version but I haven't yet.


Top
 Profile  
 
 Post subject: Re: Speaking of the roller model..
PostPosted: Thu Sep 02, 2004 11:40 am 
User avatar
Obliterated

Current Scorched3D Rank: Unranked



Joined: Sat Apr 24, 2004 6:52 am
Posts: 1393
Location: Florida, USA
gcamp wrote:
Sorry I don't understand can you post the config you are trying to use the change to texture. Currently the texture cannot be set. However I am wanting to change it to a milkshape model with a texture.

What I was referring to was not trying to change the texture of an actual roller weapon (WeaponRoller primitive), but to using the roller.ase model for a projectile. Here is a little snippet just to illustrate what I am referring to:

Code:
            <aimedweapon type="WeaponProjectile">
               <name>Acid Blast</name>
               <armslevel>7</armslevel>
               <nocreateflame/>   
               <projectilescale>0.5</projectilescale>   
               <projectilemodel type="ase">
                  <mesh>roller.ase</mesh>
                  <skin>green.bmp</skin>
               </projectilemodel>
               <collisionaction type="WeaponExplosion">
                  ...

I use the model in a lot of places because its just a sphere and that seems fitting for many situations like "liquid" type weapons as well as my meteor series. Like I said, I have a few extra textures for it but somehow the handling for them is broken and not all the different textures are displayed in the same game. It seems as tho one texture winds up being used for all instances of roller.ase projectiles, regardless of which one is referred to in the xml. Every time the game is launched, the texture that is used might be different. I have no idea how the texture is chosen, it seems to be just completely random. So, what winds up happening is that my meteor weapons look like white balls instead of molten blobs or my acid weapons look like meteors. It is not a critical issue or anything but it does make things look kinda silly when the wrong texture is used for a weapon. This could very well be a broader issue that isn't just related to the roller.ase model, but I haven't noticed any other ase models have this issue so I am not sure.
Undead.

Scorched 3D Documentation & Help


Top
 Profile  
 
 Post subject:
PostPosted: Thu Sep 02, 2004 3:55 pm 
User avatar
Desintigrated

Current Scorched3D Rank: Unranked






Joined: Sat Jun 12, 2004 12:53 am
Posts: 2884
Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
The accessory data for the roller seems to be compiled in - can that be changed via the accessories.xml file? I gave it a shot but it didn't work.

If not, do I simply need to remove it from the Makefile?

Thx
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


Top
 Profile  
 
 Post subject: Re: Speaking of the roller model..
PostPosted: Fri Sep 03, 2004 12:00 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4771
Location: Scotland
Bobirov wrote:
gcamp wrote:
Sorry I don't understand can you post the config you are trying to use the change to texture. Currently the texture cannot be set. However I am wanting to change it to a milkshape model with a texture.

What I was referring to was not trying to change the texture of an actual roller weapon (WeaponRoller primitive), but to using the roller.ase model for a projectile. Here is a little snippet just to illustrate what I am referring to:

Code:
            <aimedweapon type="WeaponProjectile">
               <name>Acid Blast</name>
               <armslevel>7</armslevel>
               <nocreateflame/>   
               <projectilescale>0.5</projectilescale>   
               <projectilemodel type="ase">
                  <mesh>roller.ase</mesh>
                  <skin>green.bmp</skin>
               </projectilemodel>
               <collisionaction type="WeaponExplosion">
                  ...

I use the model in a lot of places because its just a sphere and that seems fitting for many situations like "liquid" type weapons as well as my meteor series. Like I said, I have a few extra textures for it but somehow the handling for them is broken and not all the different textures are displayed in the same game. It seems as tho one texture winds up being used for all instances of roller.ase projectiles, regardless of which one is referred to in the xml. Every time the game is launched, the texture that is used might be different. I have no idea how the texture is chosen, it seems to be just completely random. So, what winds up happening is that my meteor weapons look like white balls instead of molten blobs or my acid weapons look like meteors. It is not a critical issue or anything but it does make things look kinda silly when the wrong texture is used for a weapon. This could very well be a broader issue that isn't just related to the roller.ase model, but I haven't noticed any other ase models have this issue so I am not sure.


This should work in 38 now.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 03, 2004 12:04 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4771
Location: Scotland
cbx550f wrote:
The accessory data for the roller seems to be compiled in - can that be changed via the accessories.xml file? I gave it a shot but it didn't work.

If not, do I simply need to remove it from the Makefile?

Thx


Yes sorry, in 37 you have to edit code to change it.
If you look at src/actions/ShotBounce.cpp there should be code like this:-
Code:
ModelID id;
id.initFromString("ase", "data/accessories/roller.ase", "none");
model_ = ModelStore::instance()->loadOrGetArray(id);


if you change it to
Code:
ModelID id;
id.initFromString("milkshape", "<name of file>");
model_ = ModelStore::instance()->loadOrGetArray(id);


It should be possible to test it, although it wont spin correctly yet.


Top
 Profile  
 
 Post subject: Thanks! :)
PostPosted: Fri Sep 03, 2004 12:59 pm 
User avatar
Obliterated

Current Scorched3D Rank: Unranked



Joined: Sat Apr 24, 2004 6:52 am
Posts: 1393
Location: Florida, USA
gcamp wrote:
This should work in 38 now.

It does, and I thank you for it. Its so nice to be able to see green acid bomblets and molten meteors all in the same game. :P

Thank you, thank you, thank you! :D
Undead.

Scorched 3D Documentation & Help


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 03, 2004 7:55 pm 
User avatar
Desintigrated

Current Scorched3D Rank: Unranked






Joined: Sat Jun 12, 2004 12:53 am
Posts: 2884
Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
gcamp wrote:
Yes sorry, in 37 you have to edit code to change it.
If you look at src/actions/ShotBounce.cpp there should be code like this:-


Thanks. Will it work directly from the accesories.xml file in the CVS version? I updated mine the other day, but it's crashing on me (I think from too much late-night mucking aorund with the code;)... likely should just get a fresh copy when I have a few hours to kill.)

gcamp wrote:
It should be possible to test it, although it wont spin correctly yet.


Good to know, thanks.
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


Top
 Profile  
 
 Post subject:
PostPosted: Sat Sep 04, 2004 2:55 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4771
Location: Scotland
Yes the CVS version allows you to change it in accessories.xml.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Sep 15, 2004 1:53 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4771
Location: Scotland
The CVS version also has the rollers actually rolling now (rotating as they move).


Top
 Profile  
 
 Post subject:
PostPosted: Wed Sep 15, 2004 11:40 pm 
User avatar
Desintigrated

Current Scorched3D Rank: Unranked






Joined: Sat Jun 12, 2004 12:53 am
Posts: 2884
Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
Excellent! Now if I could only get it to run. *sigh*

Any known Linux issues? It's crashing out as soon as the window comes up with no error message - "Terminated unexpectedly"
I'm using a GF4-MX440, just noticed that there was a driver update fairly recently, trying that now.
[edit]New driver, still no go[/edit]

I've been playing around with models for rollers, but I'm having a hard time coming up with anything, I'll keep at it. ;)
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


Top
 Profile  
 
 Post subject:
PostPosted: Thu Sep 16, 2004 7:35 am 
Reduced to ashes
Not Signed Up For Stats

Joined: Wed Sep 24, 2003 2:19 pm
Posts: 976
beach balls! :mrgreen:


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 26 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group