Wintermute Engine Forum

General Category => General Discussion => Topic started by: Mnemonic on February 07, 2006, 10:24:03 PM

Title: Latest beta: WME 1.6 beta 4
Post by: Mnemonic on February 07, 2006, 10:24:03 PM
Hello wintermuties,

I'm working on a new WME version, 1.6. This release should improve the 3D characters support and address some problems and suggestions the developers had.

The first step was to add support for the Microsoft X format instead MS3D format used in previous WME versions. And since some of you were eager to test the X format support, I decided to release a beta version of WME 1.6. I'm planning many more changes for 1.6, so I'll be probably releasing more beta versions as more features are added. But for now, here you are... Enjoy and please report any bugs/problems you might encounter.

Warning: This beta version is intended for testing purposes only, not for production. Don't install this update if you're not comfortable with using beta versions.

Use at your own risk and expect bugs! Backup your project first!!!



http://dead-code.org/download/wme_update_16beta4.exe
(5.8MB, updated documentation included)


Changes in WME 1.6 beta 4 (May 8, 2006)

Changes in WME 1.6 beta 3 (Apr 17, 2006)

Changes in WME 1.6 beta 2 (Feb 12, 2006)


Changes in WME 1.6 beta 1 (Feb 07, 2006)


Q&A:
Q: Why the X format?
A: X format has several major advantages over the previously used MS3D format:
-X format supports weighted vertices. Your 3D artist will love that.
-X format natively supports multiple animations stored in a single file.
-X format is widely supported by various 3D packages.

Q: What do I need to know when switching from MS3D to X?
A: The 3D actors definition file format and scripting support have changed for X actors.
-3D actor definition file starts with ACTOR3DX, not ACTOR3D, to distinguish between X actors and MS3D actors.
-Animations no longer need to be defined by their frame ranges, because the X format supports named animation sets directly. You only specify additional properties of the animation in the act3d files (see the docs for details).
-The AddMesh(), RemoveMesh(), HideMesh() and ShowMesh() methods are deprecated. The attachments are now treated as autonomous scriptable objects. You add an attachment using the AddAttachment() method and remove it using RemoveAttachment(). The GetAttachment() method returns a reference to an attachment object, which provides it's own set of methods and properties (e.g. using the Active property you can show or hide the attachment).
-Unlike MS3D actors, the PlayAnimChannel() now blocks script execution even if the animation plays in other channel than channel zero. Use PlayAnimChannelAsync() if you want to play the animation without blocking script.

Q: How do I export/convert my model to X format?
A: I have started a Wiki page on X file support (http://wiki.dead-code.org/wakka.php?wakka=XFiles) in various 3D programs. Feel free to expand the article if you have any additional info or experience with other programs.

Q: The old 3D actors format using MS3D models is marked as "deprecated" in the docs. What does it mean?
A: It means this old format is not going to be expanded. All the new features will be added for the new format only (the one using X files).The old format will stay in place for backward compatibility, but the plan is to completely remove it in WME 2.0. Hopefully the advantages of the new format will be worth the trouble with converting your models.
Title: Re: WME 1.6 beta 1
Post by: metamorphium on February 07, 2006, 10:37:38 PM
You're amazing as usually. I am off to try it.

Huge thanks from Destnies team.  ::beer ::beer ::beer ::rock ::rock ::rock
Title: Re: WME 1.6 beta 1
Post by: metamorphium on February 07, 2006, 10:56:51 PM
hmm, WME crashes and in log file there is

Error: no suitable loader found for file 'actors\test\testik.x'

I checked trinity and mine definition and both looks very similar. Any help? :)

Title: Re: WME 1.6 beta 1
Post by: Mnemonic on February 07, 2006, 10:58:50 PM
Make sure the actor definition file starts with ACTOR3DX. The act3d file format is different for X models.
Title: Re: WME 1.6 beta 1
Post by: metamorphium on February 07, 2006, 11:08:56 PM
yup. that was it. :) Model shows and animation too. And it's great that now animation names are taken from the .X file directly. Thanks :D
Title: Re: WME 1.6 beta 1
Post by: Mnemonic on February 08, 2006, 08:41:42 AM
Make sure the actor definition file starts with ACTOR3DX. The act3d file format is different for X models.
Oh and it's without the "X" in the docs, sorry.. :)
Title: WME 1.6 beta 2
Post by: Mnemonic on February 12, 2006, 02:46:45 PM
WME 1.6 beta 2 has been released. See the original post for details.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 12, 2006, 08:05:09 PM
Cool Update!! ::rock
I have several problems to migrate characters and for now i have obtained to see my character without any animation.. ::hijack
I can see a little problem with speed in X files for now, the same character in general slow down my frame rate in 20 ftp.. But for a beta release it's a good beginning!! :D
Good work Mnemonic! ;)
P.D: It's possible also that my problem with ftp come with exporter, i don't know.. :-\
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on February 12, 2006, 11:52:29 PM
that's quite godly update! Thanks for many things which will ease my life!

 ::beer ::beer ::beer ::beer

Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 13, 2006, 11:26:37 AM
I have several problems to migrate characters and for now i have obtained to see my character without any animation..
How are you converting the model? In what program?

I can see a little problem with speed in X files for now, the same character in general slow down my frame rate in 20 ftp..
If it doesn't get better, I'd like to take a look at that model, if possible.

Anyone else noticed any performance problems?
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on February 13, 2006, 12:16:15 PM
nope going with full frame rate with 4500 polys model with 2 textures 1024x1024. My problem is when antialiasing is set, framerate drops
if I use 5 layers of fog, big overlays and this model. But of course - if you find some way how to push more polys on screen, we'll be more than happy. :)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 13, 2006, 01:14:07 PM
Hi Mnemonic i try to explain my experimentation since my first post (I think can help), First with milkshape export (I don't have fragmotion)
   - i try to export to 3dmax 6 with panda plugin but don't work i can't export anything in x, i don't know why..
   - i try to export with characterFx, but don't display nothing (adding textures and exporting wme have and error and it's close)
   - i try with LithUnwrap (but all combination with text, binary and compress wme have and error and it's close)
   - MilkShape -> Directx (JT) can export well static model but with animation... Woww! my character it's deformer (frames down but no more, it oscillates between 2 and 7 fps, it's down frecuently when character is walking) (the same file in ms3d don't down fps only i can see 1 or 2 fps but it's stranger)
   - MilkShape -> Directx 8 file can export but static model too (it's possible it import animation, but I don't know what name have animation in this export), Frame rate same as Directx JT
   - And last, and with responsibility of 20 fps in his back, it's maya and microsoft directx sdk plugin for maya, i remark Microsoft (who was going to be? ;D), in directx viewer it's show very well, but in wme fps go down..

  + Some Info extra, My character have 4780 triangles, and in my tests the most polycounts in scene are 30000.. I will continue with tests.. That's all, and thanks!! ;)

P.D: Sorry with or without AntiAlias, drop same 15, 20 frames
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on February 13, 2006, 02:42:54 PM
Actually 30000 polygons is really a lot. If your main actor has 4780 what are those other 25220 polys? Try reducing them since
it will be IMO the reason of your framedrop. Not your actor.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 13, 2006, 03:14:00 PM
Sorry i don't explain well, i do some tests with various characters in scene and all sum 30000 (it's max i test), but with ms3d model don't have any problem with fps..
Only my first character in a scene, in X format from maya export can framedrop it.. I'm doing some test, i'll hope that the problem is a bad configuration of plugin..  :-\
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on February 13, 2006, 04:00:09 PM
Actually I am using panda for exporting. Why it doesn't work for you? I already had to tweak the setup a bit so it's a bit different then the setup presented on this forum.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 13, 2006, 07:14:27 PM
Hi metamorphium! I read pdf install instruction in panda zip..
1 - I copy pandaxtools.ms into 3dsmax/scripts/startup
2 - I Customize UI from the main menu and put it either into the
main menu or as a button into any MAX tool bar. You’ll find it in Category under
PandaTools.
3 - I put it in bar file..
after this load my export file, i try fbx (don't doing anything), and 3ds load but fallen down..
Later i going to menu file, export directx (i put this name).. A dialog box open, panda directx exporter,  Export all object, selected object... I try first option, export, a dialog appear to select folder, y select one, and a dialog appear, "Export don't know how save file" or something like that.. second option selected object same as first.. and selected animation, dialog save file appear, i put name, y push export, and... nothing else..
If i do something wrong i don't know, but i doing it with manual indicates.. :-\
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on February 13, 2006, 07:37:28 PM
ok. that's for the script I don't use :)

The correct way how to do this is:

Download PandaDx Export which has dle file in. This one copy into Plugins folder. Than start your max, open model and choose export. From Filetypes choose .X. Then you should see a few dialogues. For me works if I set optimized to none and on the third tab check the subtree (or subframe) not sure. I also don't make any changes to framerates etc. Just play with it until the model exports properly. And I am using text format for my texture.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: hydrophobia on February 13, 2006, 07:44:30 PM
FINALY!!!  ;D thank u very much ..

TESTING IN PROGRESS...
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 13, 2006, 08:10:27 PM
Well, well, well now work and i can export and work in wme..  But a little question, in milkshape what format can i select to export animations?? obj can export animation
Thanks!  8)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: hydrophobia on February 14, 2006, 10:50:45 AM
Hello varnama,..

.obj don't export animation ,..
and I think *.ms3d is the ex that support animation in Milkshape 3d .. :)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 14, 2006, 12:24:42 PM
Sorry I can't see in my previous post that ".obj can export animation", i wanted say that "obj can't export animation" sorry for error  ;)
I want to know what format i can export from milkshape, to import them in 3dmax and my animation work there, and later export them to x format from 3dmax..
That's all thanks!  8)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 14, 2006, 01:09:35 PM
So you only have the model in MS3D format? You created it in Milkshape? I'm afraid it won't be easy to get it to 3DS Max then, Max is usually only used for exporting models, there aren't many import plugins..
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 14, 2006, 02:32:55 PM
It's stranger, but yes i created it in milkshape and only have ms3d model.. it's a good problem because i think i'll lost all my animation, and i'll need to restart..  :'(
But already I have assumed it.. Only I hope that X format don't change for long, long, long time  ;D
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 14, 2006, 04:02:29 PM
Well, if it just about converting the model, you could as well use the trial version of fragMotion, if you don't want to purchase it :)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: nachus on February 15, 2006, 07:09:25 PM
Hi all!

We are testing a plugin exporter for Lightwave, what app are you using to do a quick test of the exported models/animations? I mean to be sure that if it works in that app should work on WME.

Now im trying with Microsoft MeshView, is a small and simple app that comes with directx.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 15, 2006, 07:13:22 PM
I'm also using MeshView, although some older version which came with the first version of DX9 SDK.
Or fragMOTION.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: nachus on February 15, 2006, 09:05:01 PM
I'm working with the .x file and the textures are in independient files (like in the wme demo).
It's possible/recommendable to have all in only one file (the .x file) ?

Thanks.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 15, 2006, 09:52:55 PM
No, I don't think it's possible to embed textures in X model. And I wouldn't recommend it anyway, it's better to have textures easily accessible, IMHO.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on February 18, 2006, 08:31:29 PM
Sorry i think i found a posible bug in beta, it's a good problem, all script with a conversation and question don't work, it run, but when question are in screen i can't pulse anything, game is running well because i pulse esc, and menu work well, I can see if mouse pointer is over answer and press esc, 5 milliseconds answer change color (i have diferent color to answer when work).. i try my game, and demos wme, but nothing..
That's all thanks  8)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 18, 2006, 10:33:37 PM
Oops, here's a hotfix: http://dead-code.org/download/wme_latest.zip
Title: Re: Latest beta: WME 1.6 beta 2
Post by: gfx johnny on February 23, 2006, 03:09:22 PM
Sadly i dont have much time these days, but this update seems to be really great  :o  ::thumbup Will try it asap!
Title: Re: Latest beta: WME 1.6 beta 2
Post by: leucome on February 23, 2006, 05:35:47 PM
I can't fin the way to hide a mesh ... Can i hide mesh who is not attached ?
i mean a mesh inside the main .x file i use for the actor.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 23, 2006, 06:34:40 PM
Because of the way models work now, you can only manipulate the attachments. Is that a big problem? I think it would be possible to implement hiding base meshes (providing your X exporter can export mesh names; some don't) but I find the attachments way more consistent and more flexible.

EDIT: btw you deleted your earlier post about biped, did you make it work or..?
Title: Re: Latest beta: WME 1.6 beta 2
Post by: leucome on February 24, 2006, 10:53:53 AM
I made a new character from the scratch. And exported frequently during process. I end with a working model.

Yes biped work now. But i can't be sure why. It's not about exporter it's about the way my max model was done.
When i will find the real answer i will post something and rebuild my old character.
That seems to be a scaling problem, like real scaling and relative scaling of part in 3dsmax.



Ok about hiding mesh. my character have an animated bow .. The bow have bone and folow presisely the character move... With ms3d the bow is a part of character i only hide the mesh. Now i'm not shure how to do that with .x model. But probably just expoting the the bow on other .x files. If all attached part could have their bone and follow the same animation frame than caracter..

(http://leucome.no-ip.info/images/Games%20progress/bow_01.jpg)

Ok, i will try something today ...


Title: Re: Latest beta: WME 1.6 beta 2
Post by: leucome on February 24, 2006, 02:14:25 PM
I found a turn around. I will make 2 character, one with a bow and one without bow. And i will change it when will be needed in game.

I used the hidemesh allot i  will need to find turn around for all these thing. But .x will give a really better result.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: leucome on February 24, 2006, 06:57:51 PM
Do someone know how to change actor model without modify all the others atribute off actor variable?
My test do not give me great result ... I will try an other turn around to replace my bow hidemesh.

I will try to split the bow in multiples parts each attached to one bone.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on February 24, 2006, 07:58:38 PM
If it helps, the attachment objects also provide the PlayAnim/PlayAnimChannel methods now.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: leucome on February 24, 2006, 11:36:59 PM
that helps me so much. I needed some work to get animation synchronised. Thanks for the help.
Title: Bug or Feature?
Post by: metamorphium on March 03, 2006, 12:18:21 AM
Hi Mnemonic,

I was wondering if you changed ACT3DX definition regarding the EVENTS or if I found a bug there.

this:

  ANIMATION
  {
    NAME="walk"
    LOOPING=TRUE

    EVENT
    {
      FRAME = 16
      NAME = "footstep"
    }

    EVENT
    {
      FRAME = 30
      NAME = "footstep"
    }
  }

worked before but now it makes a desktop crash. No log warnings. If I throw those Events out it works.
Script exists and is valid and with the Ms3D file definition it works (with added start frame and end frame).

Thanks!
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on March 03, 2006, 07:49:43 AM
This syntax is correct. Does wme_demo_3D_2 work? It uses events as well. Check for obvious mistakes like missing braces and such. Make sure the animation blocks appear after the model assignment(s). If everything else fails, I'd like to test the actor myself.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on March 03, 2006, 10:09:26 AM
WME_demo_3d2 works and the syntax there is exactly the same as the one I'm using. This makes me really baffled. I'll try to catch you on IRC.

EDIT: and just to be more exact, the txt file throws this:

wme.exe caused a EXCEPTION_INT_DIVIDE_BY_ZERO in module wme.exe at 001B:00478219

Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on March 03, 2006, 05:07:38 PM
For the record, beta 2 is crashing when attempting to add animation events to animations without keyframes (at least that's what we found so far). It will be fixed in the next beta.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: gfxmachine on March 15, 2006, 12:36:42 AM
heh, one leave these forums just a few months and *.x format gets supported !  (for those remembering me (author talked with me about this even by email ;) ) I did insist a lot about x format )

Today you can use the great Blender 2.41 with latest's Ben's x exporter. Been testing his plugin and with some tricks it works better than ever...Now it's released.  The constraints can work baking.

http://xoomer.virgilio.it/glabro1/python241.html

Title: Re: Latest beta: WME 1.6 beta 2
Post by: gfxmachine on March 15, 2006, 01:00:52 AM
Quote
Q: How do I export/convert my model to X format?
A: I have started a Wiki page on X file support in various 3D programs. Feel free to expand the article if you have any additional info or experience with other programs.

Lol, I'm the freaking geek about it.

But usually am not accurate enough to write in a wiki.

You'd find me under a load of nicks in lots of forums,  lots of places, just trying to spread the format in every engine out there...(and other freakiness 3d/2d...)

I have used deeply x export with :

-Blender(many stuff needs to be known for a "cool way")
-Max (panda, there are a bunch of tricks)
-Character Fx (for job  is Max, for home, I switched long ago to xsi and blender. In other low price animators like this you cannot glue feet to floor while animating... You can in Blender and XSI Foundation . )
-Softimage XSI Founation 4.0
-Ultimate Unwrap (used x format for converting xsi and blender x exported files into Blitz3d format and other formats) Actually is an uvmapping tool with animation conversion.

Also to mention. best viewers imho, the comercial and expensive Deep Exploration (for me, it is the best ever). And the free and handy MS Meshview from Directx 8.1 SDK.

As far as I know , you can export it by third party plugins, free or not (generally free, sometimes are even native) also with:
Truespace(gamepak comercial addon), gameSpace, Gamespace Light(too limited) , Hash Animation Master(comercial but cheap..AMtex, if rememeber well...), Lightwave, Maya, Messiah(the version that does not render, that is, which is focused for realtime games)  and some others.

I have found and solved loads of x based issues  to lots of peoples once learned myself...Till stopped being a clever thing to do ;)

[quick tip as I read Panda stuff around here...can'tremember well now, but I think Panda did not support Biped...Trick is export as FBX , then reimport, as it will be then bones and skin, which Panda can export. I remember I discovered the trick and spread through all inet]

To mention that sadly the x export of Cinema4d, being such a great package, wont export character animations (bones, weights,etc...)

The cool thing of this all is I asked nemonic about doing x support, and answered he may consider, but first had to make tools for the engine... It was perhaps 7 months ago or 4? can't remember...You were quite agreing it was a better format, but had other goals going first.


Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on March 15, 2006, 08:09:56 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.


The cool thing of this all is I asked nemonic about doing x support, and answered he may consider, but first had to make tools for the engine... It was perhaps 7 months ago or 4? can't remember...You were quite agreing it was a better format, but had other goals going first.
Yes, I had to change my priorities a little (again!) because there was a huge demand for the X support.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: gfxmachine 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 (http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asphttp://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asphttp://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asphttp://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asp)
this one looks like is for a non ascii but compressed *.x file  (http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/compressedanimationset/compressedanimationset.asp)



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.

Title: Re: Latest beta: WME 1.6 beta 2
Post by: gfxmachine 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.

Title: WME not alt+tab resistent
Post by: metamorphium 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!

Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic 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
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on March 17, 2006, 09:12:54 AM
amazing. Thanks a lot!  ::rock ::rock
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic 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 :)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on March 20, 2006, 11:17:43 PM
Thanks! Here's to you.   ::beer ::beer ::beer  ;D
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on March 20, 2006, 11:23:00 PM
Just tested and works like charm. Thanks again!
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on March 24, 2006, 11:46:40 AM
I test last fix, and a have several problem with it, my character are deformers
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic 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.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium 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. :)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama 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 (http://www.clubradikal.com/testdeformer.rar)
I test it with same results..
P.D: I like second award of most effective tester
Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic 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 ;)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: varnama on March 24, 2006, 08:39:22 PM
All fixed!!  ::rock
Mnemonic is the best!!  ;)
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium 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!


Title: Re: Latest beta: WME 1.6 beta 2
Post by: Mnemonic on March 25, 2006, 12:48:55 PM
2. This is by design. PlayVideo/PlayTheora freezes the game completely, including scripts, sounds, everything. I later added the optional non-freezing of music, so that one can add external sound channel for the video. There's no way your sound daemon will work with exclusive video playback, you'd have to use video entity instead.
Title: Re: Latest beta: WME 1.6 beta 2
Post by: metamorphium on March 25, 2006, 06:00:02 PM
ok. Thanks.
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Mnemonic on April 17, 2006, 07:23:13 PM
WME 1.6 beta 3 has been released. See the original post for details & download link.
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Jerrot on April 18, 2006, 03:24:09 PM
new particle generator system;

wow!

new BlendMode attribute for actors, entities and particle emitters,

mega-wow! :)

You should not hide such great features behind short sentences like "see original post". ;-)
Thanks a lot!  8)
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Stucki on April 19, 2006, 01:19:44 PM
the particle system is fantastic !!!!  i used to script every particle effect and it slowed down the ftp very much, because every particle had its own script running ....

could you please add some more functions:
 - constant rotation[with variable speed] of the particles  [ makes smoke and snow look even more real ]
 - constant and exponential growing and constant and exponential shrinking [ smokeclouds can get larger while they get more transparent, maybe for steam]

is it possible to have different sprites in one particle effect ?? so its choosen by random which sprite is to be displayed next ....

your absolutely great   [even if i have to change all my particle scripts ....  ;)]

greets,
stucki

Title: Re: Latest beta: WME 1.6 beta 3
Post by: Mnemonic on April 19, 2006, 05:02:13 PM
could you please add some more functions:
 - constant rotation[with variable speed] of the particles [ makes smoke and snow look even more real ]
 - constant and exponential growing and constant and exponential shrinking [ smokeclouds can get larger while they get more transparent, maybe for steam]
Okay, I'll see what I can do.

is it possible to have different sprites in one particle effect ?? so its choosen by random which sprite is to be displayed next ....
Yes, it's possible using the AddSprite() method of the emitter. You can add as many sprites as you want and the particles will pick a random one when they are generated.
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Stucki on April 22, 2006, 01:55:42 PM
some other suggestions for the particle generator .....

"random alpha value" at emitting start so every particle can have a different alpha value  from value "a" to value "b" (example: rain or fog )

"add region"  - particles are displayed only if they are inside specific regions  ( example: dustparticles only visible inside a light beam )

besides i have a little problem with the particle emitter:

in the background i have a large sprite animation playing waterwaves...   some of my rain particles that are over this sprite are flashing sometimes to aplha value of 255, even when the alpha value is set to some transparent number .....

edit >
its not the sprite in the background, its the border thickness. if the particles get in this area they sometimes flash
< edit


greets
stucki
 ::rock

 

 
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Mnemonic on April 23, 2006, 12:13:18 PM
its not the sprite in the background, its the border thickness. if the particles get in this area they sometimes flash
Are you using the FadeOut parameter? It shouldn't be used together with variable alpha for particles.
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Stucki on April 23, 2006, 12:50:44 PM
hello
no i am not using the fadeout paramenter.
i am using your rain script with some changed paramenters

{
  this.DeleteParticleEmitter();
  this.CreateParticleEmitter();
 
  var Emit = this.ParticleEmitter;
   
  Emit.AddSprite("sprites\regentropfen.sprite");
  Emit.AddSprite("sprites\regentropfen_1.sprite");
  Emit.AddSprite("sprites\regentropfen_2.sprite");
  Emit.AddSprite("sprites\regentropfen_3.sprite");
  Emit.X = 0;
  Emit.Y = 0;
  Emit.Width = Scene.Width + 200;

  Emit.SetBorder(-200, -200, Scene.Width + 400, Scene.Height+400);
  Emit.SetBorderThickness(0, 0, 0, 0);

 
  Emit.LifeTime1 = -1;
  Emit.LifeTime2 = -1;
  Emit.LifeTimeZBased = true;
 
  Emit.Velocity1 = 250;
  Emit.Velocity2 = 600;
  Emit.VelocityZBased = false;
 
  Emit.Scale1 = 100;
  Emit.Scale2 = 100;
  Emit.ScaleZBased = false;
 
  Emit.Angle1 = 190;
  Emit.Angle2 = 200;
 
  Emit.Alpha1 = 125;
  //Emit.Alpha2 = 175;

   
  Emit.MaxParticles = 60; 
 
  Emit.GenerationInterval = 50;
  Emit.GenerationAmount = 40;
 
   
  Emit.Start(20000);
}

with Emit.SetBorderThickness(0, 0, 0, 0); there is no problem
with Emit.SetBorderThickness(0, 0, 0, 200); the particles are sometimes flashing in the lowest 200 pixels of the screen


what do you think about random alpha and region checking ???  possible ??

Greets
stucki

and thanks for doing all this !!!!!
 ::rock
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Mnemonic on April 23, 2006, 12:53:07 PM
Thanks, I'll test the code.

what do you think about random alpha and region checking ??? possible ??
Possible. When I get to it. I'm working on something else now.
Title: Re: Latest beta: WME 1.6 beta 3
Post by: TheDerman on April 29, 2006, 10:35:21 AM
Hi,

So, as I understand it, we can now use real-time characters but design the scene layout the normal way? Does that mean we don't need that hidden geometry anymore? So I can basically have someone do a real-time model and the animations, and then I can do the rest myself? What about the cameras and lights?

When do you think the final/stable version of 1.6 will be released? "When it's done"?  ;D

Thanks.
Title: Re: Latest beta: WME 1.6 beta 3
Post by: Mnemonic on April 29, 2006, 11:15:28 AM
So, as I understand it, we can now use real-time characters but design the scene layout the normal way? Does that mean we don't need that hidden geometry anymore? So I can basically have someone do a real-time model and the animations, and then I can do the rest myself? What about the cameras and lights?
You still need the hidden geometry file to define the walkplane, cameras and lights. But you could probably make some generic geometry file, or a couple of them for various camera angles.

When do you think the final/stable version of 1.6 will be released? "When it's done"?¦nbsp; ;D
Yes, exactly! How did you guess that? ;)
Title: Re: Latest beta: WME 1.6 beta 3
Post by: metamorphium on April 30, 2006, 06:14:08 PM
Mnemonic: Thanks for this excellent update. Looks like you're one step ahead of me as always. :)

Now only mirrors and stencil shadows. :)  ::beer ::beer ::beer ::beer ::beer
Title: Re: Latest beta: WME 1.6 beta 4
Post by: Mnemonic on May 08, 2006, 04:08:56 PM
WME 1.6 beta 4 has been released. See the original post (http://forum.dead-code.org/index.php?topic=1360.msg9624#msg9624) for a description & download link.
Enjoy ::beer
Title: Re: Latest beta: WME 1.6 beta 4
Post by: Mnemonic on May 09, 2006, 04:10:36 PM
Well, thanks for all that feedback, it makes one motivated :P
I just wanted to say that this is the final beta. If no critical bugs are discovered within a few days, it will become 1.6 final.
Title: Re: Latest beta: WME 1.6 beta 4
Post by: Stucki on May 09, 2006, 10:37:32 PM
sorry for not answering till now ....
just a little too busy with work ....
but thanks for implementing the additions to the particle system. As soon as i have time i will try it ....

one last wish ... ;) could you add something like add mask for the regions... sometimes on mask is just not enough for me  ;)

you are doing a fanstastic job,
greets stucki
Title: Re: Latest beta: WME 1.6 beta 4
Post by: Banky on May 10, 2006, 08:08:56 AM
Hey, Mnemonic

As usually... amazing!!!

Thanks
Title: Re: Latest beta: WME 1.6 beta 4
Post by: McCoy on May 10, 2006, 09:45:42 AM
I just want to thank you Jan for that accessibility feature. It was a great surprise. It's the very first time I see such a feature in any game engine, of any kind, and I'm sure lots of people will be grateful for you. I've not checked out the docs about tha feature but just text-to-speech and highlighting are great additions.

Also the increased bulletproofing of WME is going to be great for newbies, and for the forums as well ;)

I'm also glad it's final beta! This was starting to look like google and their inifinite betas ;D


So, as always, great job! I would have commented sooner but I didn't come into the forums until this moment, so first time for me to know about the new beta.
Title: Re: Latest beta: WME 1.6 beta 4
Post by: Mac on May 10, 2006, 10:16:11 PM
Hi,

first thanks for this incredible update. Now there are even more cool features.

As I read that this could be the final 1.6 I tried it, but now I get some strange error messages in the wme.log:

Code: [Select]
22:41: Fatal: Invalid instruction -557797922 ('scenes\technologiker\scr\scene_init.script', line 43, IP:0x0)

22:44: Fatal: Stack underflow
22:44: Fatal: Invalid instruction -557797922 ('scenes\leereszene\scr\scene_init.script', line 27, IP:0x0)

Here are the two scripts, I don't know what could be the problem. I marked the lines that should be faulty.

scenes\technologiker\scr\scene_init.script:
Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene


var WurmRechner=Scene.GetNode("WurmRechner");
var RgnWurmRechner=Scene.GetNode("RgnWurmRechner");
var WurmSeismo=Scene.GetNode("WurmSeismo");
var RgnWurmSeismo=Scene.GetNode("RgnWurmSeismo");
var Tasse=Scene.GetNode("Tasse");
var TasseSpr=Scene.GetNode("TasseSpr");

if(Techno_TasseGenommen) {
 Tasse.Active=false;
 TasseSpr.Active=false;
}

Scene.ScrollSpeedX=10;
Scene.ScrollPixelsX=3;


switch(Game.PrevScene)
{
case "WI_Rechts":
 switch(Random(1, 2))
 {
   case 1:
     RgnWurmRechner.Active=false;
     WurmRechner.Active=false;
     RgnWurmSeismo.Active=true;
     WurmSeismo.Active=true;
     break;
   case 2:
     RgnWurmRechner.Active=true;
     WurmRechner.Active=true;
     RgnWurmSeismo.Active=false;
     WurmSeismo.Active=false;
     break;
 }
 actor.SkipTo(100, 600);
 actor.Direction = DI_RIGHT;
 actor.Active = true;
 break;                                                     <=- this is the line pointed out by wme.log
case "Blaupause":
 actor.SkipTo(1290, 426);
 actor.Direction = DI_UPRIGHT;
 actor.Active = true;
 Scene.SkipTo(actor);
 break;
default:
 switch(Random(1, 2))
 {
   case 1:
     RgnWurmRechner.Active=false;
     WurmRechner.Active=false;
     RgnWurmSeismo.Active=true;
     WurmSeismo.Active=true;
     break;
   case 2:
     RgnWurmRechner.Active=true;
     WurmRechner.Active=true;
     RgnWurmSeismo.Active=false;
     WurmSeismo.Active=false;
     break;
 }
 actor.SkipTo(100, 600);
 actor.Direction = DI_RIGHT;
 actor.Active = true;
 break;
}

scenes\leereszene\scr\scene_init.script:
Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

actor.SkipTo(1400, 400);
actor.Direction = DI_DOWN;
actor.Active = false;

var EntText=Scene.GetNode("Textfeld");
Game.Interactive=false;

switch(Game.PrevScene)
{
case "AmAnleger":
  Game.PauseMusic();
  EntText.SetSprite("scenes\LeereSzene\KurzeZeitSpaeter.Sprite");
  Sleep(1500);
  Game.ChangeScene("scenes\AmAnlegerMitBoot\AmAnlegerMitBoot.scene");
 break;
case "VorDemApfelhaus":
  Game.PlayMusicChannel(0,"Akt05.ogg", false);
  EntText.SetSprite("scenes\LeereSzene\Akt05.Sprite");
  while(Game.IsMusicPlaying()) {
   Sleep(20);
  }
  Game.ChangeScene("scenes\VorDemApfelhaus\VorDemApfelhaus.scene");
 break;                                                                                           <=- the fault line 27
case "Versammlung":
  if(GameChapter==1) {
    Game.PlayMusicChannel(0,"Akt1.ogg", false);
    EntText.SetSprite("scenes\LeereSzene\Akt1.Sprite");
  }
  while(Game.IsMusicPlaying()) {
   Sleep(20);
  }
  Game.ChangeScene("scenes\WI_Links\WI_Links.scene");
 break;
case "Weisenbuero":
  if(GameChapter==2) {
    Game.PlayMusicChannel(0,"Akt1.ogg", false);
    EntText.SetSprite("scenes\LeereSzene\Akt2.Sprite");
  }
  while(Game.IsMusicPlaying()) {
   Sleep(20);
  }
  Game.ChangeScene("scenes\WI_Links\WI_Links.scene");
 break;
}

Game.Interactive=true;

Thanks.
Mac
Title: Re: Latest beta: WME 1.6 beta 4
Post by: Mnemonic on May 11, 2006, 07:13:56 AM
This is a known bug, nested switch commands don't work well. It's not really related to 1.6 though, I believe you must've been getting the same errors in previous versions too. This will NOT get fixed in 1.6, because it will require some quite complex changes. For the time being, avoid nested switches and rewrite the inner ones to a series of if's.
Title: Re: Latest beta: WME 1.6 beta 4
Post by: leucome on May 13, 2006, 01:19:18 AM
I have some trouble with fade in...
The particle seams to appear visible and after desapear and fade in...

Edit :
Ok i understand now ... the particules fade in before begins to move ...
What to do if i want to fade in when particule move and after fadeout TimeBased. or fade in and out on moving particles.?
Title: Re: Latest beta: WME 1.6 beta 4
Post by: Mnemonic on May 13, 2006, 07:28:47 AM
You can't. Currently the particle can either fade-in or fade-out while moving, not both.