Forum Replies Created

Viewing 15 posts - 106 through 120 (of 125 total)
  • Author
    Posts
  • in reply to: Questions #260
    Sponk
    Keymaster

    1) This behavior is intentional. It’s about exporting multiple sub-meshes which should have right position/rotation/scale in relation to each other.

    2) You can export multiple objects as sub-meshes. The purpose of the mesh export plugin is not to build a level in Blender! You don’t need to automatically export every sub-mesh in a new file for building 3D objects to use in your game. Simply create a new Blender project for each new object.

    3) is similar to 2): It is not the purpose of the Blender plugin to allow you building levels in Blender! It is just a way to import meshes made in Blender into the native level editor!

    I don’t think that any of these are really bugs or problems. The Blender plugin does exactly what it was meant for: Exporting meshes from Blender!

    Sorry if I sound too harsh. I don’t want offend you 😀

    Things that really need to be fixed are problems with newer Blender versions concerning valid output of materials, animations and geometry. Since Blender likes to change the plugin API a lot it needs to be fixed regularly.

    in reply to: Questions #257
    Sponk
    Keymaster

    Of course. Are there any problems with the current Blender version?

    in reply to: Future development #256
    Sponk
    Keymaster

    I will introduce a check button for it 😀

    in reply to: Future development #253
    Sponk
    Keymaster

    Yep, GLSL shaders can take a long time to debug 😀

    You can already use a directional light. Simply create a light, set it to spot-light and set the angle to 0 🙂

    in reply to: Future development #250
    Sponk
    Keymaster

    NeHe of course: http://nehe.gamedev.net/article/glsl_an_introduction/25007/
    Then the DGL wiki: http://wiki.delphigl.com/index.php/Tutorial_glsl

    It’s german but someone else may find it interesting 😀

    This one is also nice: http://www.lighthouse3d.com/opengl/glsl/

    I have a very basic environment mapping shader working. I can upload it if you want.
    It’s just per-vertex but it’s simple and gives nice results.

    in reply to: Future development #248
    Sponk
    Keymaster

    Well, it could be done but I don’t think that it’s necessary right now since there would be hardly anyone using it 😀

    If you need it a better way would be pre-baking it in Blender and using a custom GLSL shader. That would save rendering time each frame and give good results in almost all scenarios.

    in reply to: Future development #240
    Sponk
    Keymaster

    Material options should not be problematic. Please open an issue for that on GitHub 🙂

    in reply to: Future development #237
    Sponk
    Keymaster

    That’s easy. Just put them in a list and iterate through it:

    local objectList = {}
    -- Do this with all objects you want to have. You only have to change "SomeObject" to the new name
    objectList[#objectList+1] = getObject("SomeObject")
    
    for i = 1, #objectList, 1 do
        -- Insert your mesh file here
        replaceObject(objectList[i], "meshs/somefile.mesh")
    end
    
    -- Set the list to nil so we can't try to access invalid pointers to objects
    -- That got deleted in "replaceObject"
    objectList = nil
    • This reply was modified 9 years, 8 months ago by Sponk.
    in reply to: Future development #235
    Sponk
    Keymaster

    What’s wrong with writing this function in your Lua script?

    function replaceObject(object, newMesh)
        newObject = loadMesh(newMesh)
        setPosition(newObject, getPosition(object))
        setRotation(newObject, getRotation(object))
        setScale(newObject, getScale(object))
    
        updateMatrix(newObject)
        deleteObject(object)
        return newObject
    end

    Then you could also set an animation as you suggested.

    I think this function should reside in your personal code and not in the C++ core engine since it’s only using already available functionality. You can of course package your script as library and distribute it for others to use. That is the preferred way of getting this function to the public.

    in reply to: Future development #233
    Sponk
    Keymaster

    Currently I’m creating Lua API calls as I need them in my game or in a editor plugin. Most of the things necessary for creating most things are done.

    If you have ideas you can propose them here.

    in reply to: Future development #229
    Sponk
    Keymaster

    Yes, the material editor should be expanded but UV mapping is way out of scope. Changing the applied textures and loading custom shaders are the things to add but I don’t think that it’s the purpose of Neo to go much further into modifying 3D meshes. There are better utilities for that (Blender :D).

    What would also be important is an import plugin for Blender so you can modify Maratis meshes without having to store a *.blend file somewhere. That would make the material editor much more useful since you can use the changes you made in Neo when continuing to work with Blender.

    in reply to: Future development #227
    Sponk
    Keymaster

    I don’t know if it’s a good idea to build a webpage on WebGL since it is not very available at the moment. Yes, some browsers support it. Many don’t. And most of the time you do not need 3D graphics to present your content.

    I think HTML5 and CSS3 are enough to provide a feature rich web experience.
    But that’s not the main topic here 😀

    in reply to: Questions #222
    Sponk
    Keymaster

    Thank you for the links 😀

    Static objects are simply objects which have physics enabled but no mass.
    A static setting would not do it differently so there is nothing to optimize.
    I have to add that I use a much higher physics precision than the default one.

    in reply to: Future development #219
    Sponk
    Keymaster

    You mean building a web page in a WYSIWYG environment? Or do you mean creating a game in a web-browser?

    There are already tools that allow you to create websites in your browser. For example 1&1 has such a service as well as Strato.

    What could be interesting is creating a scene editor for the web.

    in reply to: Future development #215
    Sponk
    Keymaster

    You are not pressing me. It’s important to make suggestions!
    I don’t want to ignore these. That’s why I always try to explain why exactly something will not be done immediately. Don’t take it as some sort of offense! Keep on contributing. That’s the only way to improve.

    Thanks for your feedback. It is very helpful and appreciated!

Viewing 15 posts - 106 through 120 (of 125 total)