SVN Media Repository

Re: SVN Media Repository

Postby andrewbuck » 21 Nov 2010, 22:42

I just pulled your changes into the latest build of the game, it is neat to see the actual objects in the game environment. The texture's don't seem to be working yet, you may want to try tinkering with them on your end. That portion of the loading hasn't changed recently so if you get them to work in your copy then they should work for anyone. The sizes look good, I can make the room take a 4x4 area; right now it spreads them out over a 3x3 and it's a bit cramped. The models are also upright now so they look good from that respect. With regards to the layout, if you could rotate the forge around the z-axis by 180 degrees and rotate the anvil by 90 degrees they would look better (this is a minor change and can be uploaded to SVN later, don't forget to apply the rotation to the actual object with Ctrl+A).

Also, it would look cool to have some sort of bellows on the forge. It would be cool to animate the bellows slowly expanding and contracting. I would suggest putting them to the side of the chimney opposite the flat "workbench" portion on the side of the forge. Also, the front looks too much like a fireplace with it flat. I would try to extend the front portion out in sort of a semi-circle (although not far enough out to make it a proper semicircle (it should be wider than the amount it sticks out by).

The issue of one file per change is fine now. I wouldn't worry about it then, thanks for having a look at it though.

-Buck
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Re: SVN Media Repository

Postby Skorpio » 22 Nov 2010, 15:00

andrewbuck {l Wrote}:I am not sure what the state of the models in question is, but if they are at or nearing completion it would be nice to have the Dungeon temple, and portal properly uploaded and exported. Presently I am just loading dummy meshes and that works to get the code working, however I would like to get the actual meshes in game and try them out to make sure that there are no lingering issues in the code, and also just to see what they look like. Also, if someone could export the .mesh files for each of the three objects associated with the forge, I would appreciate it (they should be called ForgeForge.mesh, ForgeTable.mesh and ForgeAnvil.mesh).

-Buck


I've uploaded different versions of the dungeon temple already, but called them only "temple". I still need to upload the portal. Both buildings are still untextured, because I don't know which versions we will use. I asked for a quick vote in the "dungeon temple and portal" thread, but only Svenskmand voted.
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Re: SVN Media Repository

Postby andrewbuck » 22 Nov 2010, 16:08

Sorry about that, I missed the vote I guess. I am fine with any of the proposed textures so whichever one you think is fine by me. Whenever you do upload the new stuff to SVN if you could move the dungeon temple to DungeonTempleObject.mesh and upload the portal as PortalObject.mesh that would be cool. I am trying to get a consistent naming scheme across everything since we are going to have hundreds of individual media files. I will make a local copy on my machine of the dungeon temple so I can test it for now, thanks for the info.

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Re: SVN Media Repository

Postby svenskmand » 22 Nov 2010, 16:50

You should just make a commit nearest common ancestor of changed files, TortoiseSVN will only commit changed files anyway.

E.g. say you have the following folder structure:
{l Code}: {l Select All Code}
/workingdir/A
/workingdir/B
/workingdir/C
/workingdir/A/file1
/workingdir/A/file2
/workingdir/B/file1
/workingdir/B/file2
/workingdir/C/file1

and you changed the files
{l Code}: {l Select All Code}
/workingdir/A/file2
/workingdir/C/file1

then you just do click commit on the folder
{l Code}: {l Select All Code}
/workingdir

And it will only commit the changes to the changed files.
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Re: SVN Media Repository

Postby oln » 23 Nov 2010, 21:42

I've noticed that the structure in the media folder in the repository is a bit different than the one used in the game. At the moment we have "Models" vs "models" and "Sound" vs "sounds". Would be nice to have some consistency in names, and use the same names for the game as in the repo.
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Re: SVN Media Repository

Postby svenskmand » 23 Nov 2010, 21:51

That is a good idea. Regarding sounds I have been in doubt about how to name stuff, e.g. where should the SwordBlock sound go? First I though about putting sounds for each creature in a folder with the creatures name, but that does not work for sounds used for multiple creatures, like the SwordBlock sound undoubtedly will be used for.
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Re: SVN Media Repository

Postby andrewbuck » 24 Nov 2010, 15:16

oln recently went through and mirrored the fies from the OpenDungeons/Media directory into the Media directory on the SVN. I then used the meld program to check my old version of the Media directory against the one he pushed to the SVN repo. I found a few differences, including some changes to the CEGUI config files so that they now work properly without having to be copied to the root of the OpenDungeons directory.

I also made some changes to the test level file in order to more properly test the gameplay. I have added a dungeon temple and other rooms to the other keeper's base next to yours. The screenshot below shows the new level. Your base is the one on the right (the camera is rotated from the direction you initially face) and the enemy keeper's base is on the left. The screenshot also shows the green glow that is emitted when a tile starts to be claimed for a keeper. Some of the kobold's on the right side can be seen in this glow.

-Buck
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New media.png
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Re: SVN Media Repository

Postby svenskmand » 24 Nov 2010, 16:31

Nice it is beginning to look like a real game :) Ok I will go home now an make the deb package and play this wonderful game :)
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Re: SVN Media Repository

Postby Skorpio » 24 Nov 2010, 18:45

I just added the portal and updated some other stuff. The name of the animation is "Walk", because I had to add it as a monster to test it in-game. I also tried to load the forge, but then an error occurred: OGRE EXCEPTION(5:ItemIdentityException): Unable to locate vertex program called Examples/BumpMapVPSpecular. in GpuProgramUsage::setProgramName at ..\src\OgreGpuProgramUsage.cpp (line 61)

Andrew, can you load the forge with that material or did you change it?

And I just noticed that the textures of the forge are not named properly: "base_texture.png" and "normalmap.png".
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Re: SVN Media Repository

Postby andrewbuck » 24 Nov 2010, 19:17

The stuff for the forge was named correctly, at least base_texture.png was anyway.

-Buck
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Re: SVN Media Repository

Postby svenskmand » 24 Nov 2010, 19:23

I have just build the game 5 mins ago and the forge had no texture, it was only white with colored shades from the light.
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Re: SVN Media Repository

Postby oln » 24 Nov 2010, 23:29

I got the same issue
Maybe this is related? :
{l Code}: {l Select All Code}
...
Mesh: Loading ForgeAnvilObject.mesh.
WARNING: material Material has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/BasicVertexPrograms/AmbientOneTexture cannot be used - not supported.
Pass 0: Vertex program Ogre/BasicVertexPrograms/AmbientOneTexture cannot be used - not supported.
...
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Re: SVN Media Repository

Postby Skorpio » 25 Nov 2010, 18:12

Andrew, can you use the forge with this material or did you change it:

{l Code}: {l Select All Code}
material Material
{
   technique
   {
      pass
      {
         ambient 1 1 1
         diffuse 0 0 0
         specular 0 0 0 0
         vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
         {
            param_named_auto worldViewProj worldviewproj_matrix
            param_named_auto ambient ambient_light_colour
         }
      }
      pass
      {
         ambient 0 0 0
         iteration once_per_light
         scene_blend add
         vertex_program_ref Examples/BumpMapVPSpecular
         {
            param_named_auto lightPosition light_position_object_space 0
            param_named_auto eyePosition camera_position_object_space
            param_named_auto worldViewProj worldviewproj_matrix
         }
         fragment_program_ref Examples/BumpMapFPSpecular
         {
            param_named_auto lightDiffuse light_diffuse_colour 0
            param_named_auto lightSpecular light_specular_colour 0
         }
         texture_unit
         {
            texture normalmap.png
            colour_op replace
         }
         texture_unit
         {
            cubic_texture nm.png combinedUVW
            tex_coord_set 1
            tex_address_mode clamp
         }
         texture_unit
         {
            cubic_texture nm.png combinedUVW
            tex_coord_set 2
            tex_address_mode clamp
         }
      }
      pass
      {
         lighting off
         vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
         {
            param_named_auto worldViewProj worldviewproj_matrix
            param_named ambient float4 1 1 1 1
         }
         scene_blend dest_colour zero
         texture_unit
         {
            texture base_texture.png
         }
      }
   }
   technique
   {
      pass
      {
         ambient 1 1 1
         diffuse 0 0 0
         specular 0 0 0 0
         vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
         {
            param_named_auto worldViewProj worldviewproj_matrix
            param_named_auto ambient ambient_light_colour
         }
      }
      pass
      {
         ambient 0 0 0
         iteration once_per_light
         scene_blend add
         vertex_program_ref Examples/BumpMapVP
         {
            param_named_auto lightPosition light_position_object_space 0
            param_named_auto eyePosition camera_position_object_space
            param_named_auto worldViewProj worldviewproj_matrix
         }
         texture_unit
         {
            texture normalmap.png
            colour_op replace
         }
         texture_unit
         {
            cubic_texture nm.png combinedUVW
            tex_coord_set 1
            tex_address_mode clamp
            colour_op_ex dotproduct src_texture src_current
            colour_op_multipass_fallback dest_colour zero
         }
      }
      pass
      {
         lighting off
         vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
         {
            param_named_auto worldViewProj worldviewproj_matrix
            param_named ambient float4 1 1 1 1
         }
         scene_blend dest_colour zero
         texture_unit
         {
            texture base_texture.png
         }
      }
   }
}


I always get an error message when I try to start the game with this material.
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Re: SVN Media Repository

Postby andrewbuck » 25 Nov 2010, 18:23

No, that doesn't work for me. I think when I had it working I may have used just a copy of something like the material the knight is using, which doesn't have any normal mapping, etc.

-Buck
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Re: SVN Media Repository

Postby Skorpio » 25 Nov 2010, 19:28

We really need to get the damned normal mapping to work, otherwise I can't test the models and materials properly. I also need to know if we can use mirrored normal maps or if they have to be unmirrored.
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Re: SVN Media Repository

Postby svenskmand » 26 Nov 2010, 11:27

Yeah devoting time to fix this is import, especially because technically it should be easy to turn on, and it adds allot of effect to the game.
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Re: SVN Media Repository

Postby andrewbuck » 21 Jan 2011, 23:49

I just pushed a commit to the SVN repository which updates the Lizardman mesh to be quite a bit nicer. I also did a bit of work on the skeleton so it should be nearly ready to start making animations for it (a few more bones will need constraints first though). I will attach a screenshot of the new mesh, the mouth opens/closes and has 4 fang-like teeth. The whole mesh is ~200 faces, although a lot of these are quads so it is probably like 350 triangles.

-Buck
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0001.png
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