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Author Topic: Latest beta: WME 1.6 beta 4  (Read 67583 times)

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gfxmachine

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Re: Latest beta: WME 1.6 beta 2
« Reply #45 on: March 15, 2006, 08:38:00 PM »

"Thanks for the tips, gfxmachine Beer
As for the Blender plugin, it would be nice if it supported multiple named animation sets one day."


It had some sort of support, I think inside the ascii file...¿templates? Can't remember...is just that anyway , plugins are never as complete as the formats themselves.



*.x animation sets and stuff..

keyframedanimationset
this one looks like is for a non ascii but compressed *.x file



pitty is no exporter that I know of...do this...well, if export from panda or blender as ascii, you can allways parse the file by some tool, so to insert the animation sets. I dunno. Or some python script for from inside blender, so that it exports them grabbing from like the NLA , Ipo window, dunno. Or just touch/improve the *.x script so to adapt it to your needs...I suppose it follows the artistic license, surely have to include Ben's data , etc. He sure explain at his site or the plugin, but the code is tehre for everybody, and for a programmer, which I am not, it must be not too hard to add this specific feature to the Blender plugin. Maybe I am wrong.


The main issue to all this is...i am not sure, but have a little suspect this is perhaps not in dx 8 specs, but in dx9 *.x specs...maybe I am wrong. If you see the url, I found it (google magic) under dx9 stuff...

Most plugins out there are supporting dx8 (ie, Blender's) though I think Panda does support 9, indeed, can export lightmapped levels with help of FVF templates, and other stuff with the .fx.

ANyway, a python chunk of code exporting the named anim sets from blender maybe not too hard.

But a generic application, that perhaps just takes an x ascii file, and, by user input allows the user to write down which frame is the start of a walk anim, which the end...etc...But I doubt this then is neeeded; if the artist do know where stuff starts and end, where's the issue? just needda pass a txt to the coder with the frames list, like ye good old times. or...export an anim file per action, which maybe or maybe not optimal, depends on case and engine.


hehe, yup, I told you x would be back to you...mwahaha.

Sorry, I have an strange sense of humor.

« Last Edit: March 15, 2006, 08:41:09 PM by gfxmachine »
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gfxmachine

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Re: Latest beta: WME 1.6 beta 2
« Reply #46 on: March 15, 2006, 08:51:19 PM »

btw, amxtex, the comercial but cheap exporter of x format, for hash Animation master 3d software, does include this option :

from a pdf manual I found googleing

" AnimationSet Name
This option allows you to set the AnimationSet name inside the .X file. This is useful if you have an X file that has multiple animations.AMXtex .X Exporter for Animation:Master Help FilePage 12  "

the plugin
http://www.obsidiangames.com/products/amxtex/

the animation software
http://www.hash.com/products/am.asp

Is for just pointing out that seems actually there are exporters exporting this way.

edit: "Export both DirectX 8 Skinned Mesh and DirectX 7 Retained Mode models"  Ok, then animationset at least, is dx8 compliant, maybe.

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metamorphium

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WME not alt+tab resistent
« Reply #47 on: March 16, 2006, 08:27:04 AM »

Hi Mnemonic,

me again. :) I found out that new WME (and I would like to have a confirmation that it's not only my computer) is desktop crashing when alt+tab and back into aplication. I am positive (and tried that) that
old WME worked quite well in this respect.

Microsoft is telling me, that the problem occurs i d3d8.dll and I believe it's connected with .X characters.
You can test this behavior for example on WME_DEMO_3D_2 which crashes as well for me.

Thanks!

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Mnemonic

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Re: Latest beta: WME 1.6 beta 2
« Reply #48 on: March 16, 2006, 10:02:44 PM »

Latest build of wme.exe: http://dead-code.org/download/wme_latest.zip
-fixes crash on Alt-Tab
-fixes Theora scaling bug
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metamorphium

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Re: Latest beta: WME 1.6 beta 2
« Reply #49 on: March 17, 2006, 09:12:54 AM »

amazing. Thanks a lot!  ::rock ::rock
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Mnemonic

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Re: Latest beta: WME 1.6 beta 2
« Reply #50 on: March 20, 2006, 06:39:03 PM »

Latest build of wme.exe: http://dead-code.org/download/wme_latest.zip
-fixes restoring 3D actors using multiple merged X models

And the award for the most effective tester goes to metamorphium :)
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metamorphium

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Re: Latest beta: WME 1.6 beta 2
« Reply #51 on: March 20, 2006, 11:17:43 PM »

Thanks! Here's to you.   ::beer ::beer ::beer  ;D
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metamorphium

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Re: Latest beta: WME 1.6 beta 2
« Reply #52 on: March 20, 2006, 11:23:00 PM »

Just tested and works like charm. Thanks again!
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varnama

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Re: Latest beta: WME 1.6 beta 2
« Reply #53 on: March 24, 2006, 11:46:40 AM »

I test last fix, and a have several problem with it, my character are deformers
« Last Edit: March 24, 2006, 11:49:11 AM by varnama »
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Mnemonic

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Re: Latest beta: WME 1.6 beta 2
« Reply #54 on: March 24, 2006, 02:00:27 PM »

Nice. Could you send me the model for testing, please? I guess you're using some features neither of my testing models are using.
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metamorphium

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Re: Latest beta: WME 1.6 beta 2
« Reply #55 on: March 24, 2006, 03:09:01 PM »

Varnama: that's amazing. You can make lots of money by showing this in Paris, Centre Pompidou. :)
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varnama

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Re: Latest beta: WME 1.6 beta 2
« Reply #56 on: March 24, 2006, 05:51:18 PM »

Hi! I think i leave game development in order to dedicate to my art (if you like want to be my representative metamorphium, we can speak and i send more pictures..) ;D
Well Mnemonic I do a fast character for testing, you can download here http://www.clubradikal.com/testdeformer.rar
I test it with same results..
P.D: I like second award of most effective tester
« Last Edit: March 24, 2006, 05:54:34 PM by varnama »
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Mnemonic

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Re: Latest beta: WME 1.6 beta 2
« Reply #57 on: March 24, 2006, 06:40:05 PM »

Latest build of wme.exe: http://dead-code.org/download/wme_latest.zip
-fixes loading models with colored meshes ;)
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varnama

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Re: Latest beta: WME 1.6 beta 2
« Reply #58 on: March 24, 2006, 08:39:22 PM »

All fixed!!  ::rock
Mnemonic is the best!!  ;)
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Re: Latest beta: WME 1.6 beta 2
« Reply #59 on: March 25, 2006, 10:20:19 AM »

Hi Mnemonic. 2 more problems:

1, cosmetic one - in closeupview (eg. Actor.Active = false;) if Actor.GoTo is called, WME desktop crashes.
I know that it's a programmer bug, but still would have been better to have script runtime error instead. ;)

2, important one - in Game.PlayTheora() if I supply false to FreezeMusic, it correctly doesn't freeze music but freeze sounds so with my sound layer being part of the composed music it usually pauses the sound and the resume it after video stops. If this is reparable I'll be really grateful. If not, I'm going to find some workaround through video entities.

Thanks!


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