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More guestions about textures
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manleystanley
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Joined: 12 Apr 2005
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PostPosted: Fri Apr 15, 2005 12:21 pm    Post subject: More guestions about textures Reply with quote

Well, I've had a bit of time to work with DeleD; I'm generaly mutitasking,with half a dozen open programs working on two or three projects. So I have more guestions.

What no TGA suport? Well there goes half my track textures, is there a format that DeleD suports that can do transperant?
Is there anyway to move, flip, rotate, the texture? I need skining. The textures I use are multipal surfaces in a single frame, and I haven't figured out how to get the right part of the texture to hit the right part.
Is there anyway to make the object in the preview window the piviot pont for the camera? I mean the object stay in place while I move the camera around it.
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Mr.Fletcher
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Joined: 07 Aug 2004
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PostPosted: Fri Apr 15, 2005 2:40 pm    Post subject: Reply with quote

About moving/Scaling textures: Select an object, go to Face Mode, select a face, disable AutoUV in the object inspector, then select "Move" or "Scale" or "Rotate" and manipulate the texture coordinates!
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manleystanley
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PostPosted: Fri Apr 15, 2005 3:11 pm    Post subject: Reply with quote

scaling of UV coordinates via dialog window not implamenyed??????
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Paul-Jan
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PostPosted: Fri Apr 15, 2005 3:29 pm    Post subject: Reply with quote

To answer your questions.

Don't use the dialog window (that feature is on the 'to be implemented' list, as the message states Wink), drag your mouse in the 2d views. It takes some getting used to, but it is pretty convenient for quick texturing.

DeleD PRO supports TGA, DeleD Lite doesn't. DeleD doesn't have alpha support yet.
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Paul-Jan
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PostPosted: Fri Apr 15, 2005 3:30 pm    Post subject: Reply with quote

Skinning (and other more advanced u,v editing support) is something we are working on. It is a rather large piece of functionality, so it won't be there overnight, sorry Very Happy
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manleystanley
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PostPosted: Fri Apr 15, 2005 10:21 pm    Post subject: Reply with quote

Well that bites. I dought if I will be getting the pro any time soon; there's a line ahead of it Laughing
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Yokom
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Joined: 11 Apr 2005
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PostPosted: Sat Apr 16, 2005 1:53 am    Post subject: Reply with quote

I like the idea of limited format support between the lite and pro version it makes sense bussiness wise, and as a fellow coder and artis that hope to get paid for his work someday thats pretty important.

There are some libs that ogre uses for pixlel formats. I think its the devil libary that allows them to use about 10 different pixel format you would have to include the devil.dll but im pretty sure its open source on sourceforge.

19:41:58: DevIL image formats: bmp dib cut dcx dds gif ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw

ok its a bit more then 10 and im not sure what you have to do once they are imported thourgh devil.

Hope that helps and the one file format we use alot is png.
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manleystanley
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PostPosted: Sat Apr 16, 2005 3:48 am    Post subject: Reply with quote

Not too worried about it now. Got to here partly because I got tired of the conversion runaround Laughing .
What I needed was a program I could work with now and with no need to convert.
I'm working with GP500, it's models are stored as dk4, DKedit converts to .x. Now comes the fun part. The .x that I export from DeleD sitll has to be converted to a..... .x. Yes I said I'm converting a .x to a .x. Before I can use x2dk4 I have to do some editing of the .x for the conversion, and the way DeleD save it's .x wont work.
Now back to trying to remap that sky. Wink
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Paul-Jan
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PostPosted: Sat Apr 16, 2005 8:43 am    Post subject: Reply with quote

Yokom, thanks for the tip, but we have a strict policy of not using 3rd party components within DeleD.

That said, PNG support is something that will be added in the near future, and DDS support as well.

manleystanley: the fact that you have to reconvert the .x files is a nuisance no doubt, any ideas what part of the DeleD .X files (which are, by the way, pretty standard) x2dk4 dislikes?
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manleystanley
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PostPosted: Sat Apr 16, 2005 12:10 pm    Post subject: Reply with quote

Names and struckture. X2dk4 is not any sort of commersial program, in order for it to work things have to be very spacific. On the left is the file names and struckture I need; in fact the file on the left is the file on the right put through the converter. Even at that point I have to do some hands on editing of the.x.

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Yokom
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PostPosted: Sat Apr 16, 2005 1:25 pm    Post subject: Reply with quote

Paul-Jan wrote:
Yokom, thanks for the tip, but we have a strict policy of not using 3rd party components within DeleD.

That said, PNG support is something that will be added in the near future, and DDS support as well.

manleystanley: the fact that you have to reconvert the .x files is a nuisance no doubt, any ideas what part of the DeleD .X files (which are, by the way, pretty standard) x2dk4 dislikes?


Glad to hear that png support is coming, the devil libs are not really 3rd party software so to speak its more like stl libs. Its a sourceforge resource that is open to for use im pretty sure. As my main programmer in my project keeps hammering on me about "dont reinvent the wheel when there is a good wheel to use"
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Paul-Jan
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PostPosted: Sat Apr 16, 2005 2:31 pm    Post subject: Reply with quote

Your programmers is quite right of course, but we value the benefits of having 100% ownership of all code higher (it's just one of our quirks). Also, this particular wheel would take quite a lot of work to fit our custom build axis, and that work would get infected with the LGPL license it is under. Nothing too bad, but just too much hassle.

(On a sidenote, I am curious if any commercial games were released using DevIL. Publishers don't tend to like licenses, they strongly favour signed ownership, so it would be interesting to see how that worked out)
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manleystanley
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PostPosted: Sun Apr 17, 2005 2:12 pm    Post subject: Reply with quote

? didn't I just post.? hmmmm

I removed the tga's from the track texture folder and got this, nice.


Fliped my vertical textures, but if I flip them right for DeleD they will be wrong for the game. Going to convert all my track dk4 to .x so I can get a good look at them.
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Paul-Jan
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PostPosted: Sun Apr 17, 2005 3:18 pm    Post subject: Reply with quote

I see what you mean with the x2dk4 convertor having quite specific demands, a better solution in the long run would just to skip the tool and have a direct dk4 exporter in DeleD Very Happy (assuming x2dk4 doesn't offer any additional features but the converting).

That's some huuuuge track you have there Wink
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manleystanley
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PostPosted: Mon Apr 18, 2005 12:08 am    Post subject: Reply with quote

I know a few people that would flip over that. But I don't see anyone making a plugin for just one program/game. Well 2 games, I do beleave that "death cars" uses dk4's also. being a pesamist though, I dought if it could be done. But if you want the e-mail address of the author of x2dk4, I can get it. Wink
I'm not a programer, I'm an artest Razz

Running into more problems, some times I sware I've been cursed. Deep explorer stoped saving; yes it's a demo but I have two days left. Just dosen't save, goes through the motions but dosen't create a file; I've had two other progs do similar things, one of my normal flukish mysteries. Doing a big clean up, unistall of dead demos and crappy shairwares. Then a defrag. If this dosen't fix it next will be a total reinstall of windows. Rolling Eyes
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