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ogre mesh exporter...
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trebeler
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Joined: 04 Dec 2005
Posts: 4
Location: Great Lakes

PostPosted: Thu Dec 22, 2005 12:18 pm    Post subject: ogre mesh exporter... Reply with quote

I've been trying to make a simple ramp that the avatar doesn't walk through to be used in the Blink 3D Builder to no avail. Another person using the same method, although he says he uses an older version of Deled, has no problem at all. I even zipped him my files and he couldn't get them to work either, although he has no prblem w/collision. Any suggestions?

BTW, I'm using version 1.32 Lite
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Dec 22, 2005 6:32 pm    Post subject: Reply with quote

Is the ramp snapped to the ground?
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trebeler
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Joined: 04 Dec 2005
Posts: 4
Location: Great Lakes

PostPosted: Thu Dec 22, 2005 7:39 pm    Post subject: Reply with quote

No, it's just a cube shaped into a ramp that I exported w/the Ogre Exporter, then imported into Blink. By ground, do you mean the ground in the Blink Builder?
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Dec 22, 2005 9:31 pm    Post subject: Reply with quote

I am not sure, but how exactly did you reshape it into a ramp? You might have created some degenerate faces in the process, that are now causing collision response to not work the way you'd want to. Do you have the same problems with other shapes?
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trebeler
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Joined: 04 Dec 2005
Posts: 4
Location: Great Lakes

PostPosted: Fri Dec 23, 2005 2:00 am    Post subject: Reply with quote

I tried a sphere and set it up the same way for collision, but walked right through it also.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Dec 27, 2005 11:06 am    Post subject: Reply with quote

So what you are saying is collission detection does not work in Blink with files exported through the DeleD Ogre3D exporter... I am putting this on our todolist for further investigation, but I am kinda surprised no-one in the (very good) Blink community had an explanation to offer.

The only thing I know the current exporter does not include in the mesh files is edge-information. The solution for that is to put the file through the Ogre3D OgreXMLConverter.exe. I don't think edge-information is used for collission detection, but maybe you can try that and see if it helps?

Our own investigation plan will look something like this:
- Try to reproduce the problem in blink
- Ask around on the blink forums
- If no luck there, we'll poke around in the Ogre sources and ask around on the ogre forums

In the meanwhile, any additional information on the problem, or hints from other users, would be most welcome.
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louis
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Joined: 25 Mar 2005
Posts: 53

PostPosted: Tue Dec 27, 2005 5:55 pm    Post subject: Reply with quote

The Ogre Mesh exporter seems just fine going from Deled to Blink.

I have a couple of questions though:
How do you simply set the Origin of a model to be 0,0,0, ?
I can drag it with the Object Inspector open, but i can't durectly type those values in ? - is this a PRO feature ?

What does the Edge Information that's not exported generally do ?

cheers
louis
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trebeler
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Joined: 04 Dec 2005
Posts: 4
Location: Great Lakes

PostPosted: Tue Dec 27, 2005 5:57 pm    Post subject: Reply with quote

Thnx for your time. I'm a real idiot. I didn't have the latest version of Blink installed. Everything's working fine. Thnx again Louis.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Tue Dec 27, 2005 6:00 pm    Post subject: Reply with quote

louis wrote:

I have a couple of questions though:
How do you simply set the Origin of a model to be 0,0,0, ?
I can drag it with the Object Inspector open, but i can't durectly type those values in ? - is this a PRO feature ?

What does the Edge Information that's not exported generally do ?


You cannot type the values directly. Do you think that would be really useful?

It might sound stupid, but I don't understand your second question. Can you elaborate?
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Dec 28, 2005 9:57 am    Post subject: Reply with quote

Jeroen: that last question was a response to my statement about the Edge Information not being exported Wink

Trebeler: Ah, good to hear everything works nice and dandy with the latest version of Blink. So far I hadn't been able to reproduce the problems, and this explains why Very Happy

The edge information that is not exported, is used for some of the real-time shadow calculations as performed by Ogre. In other words, if you export an object from DeleD, it will not cast real-time shadows (depending on the shadow method used). The OgreXMLConverter that comes with Ogre3D calculates this edge information and adds it to the file. Future versions of the plugin will definitely store this edge information as well, it's just not a very high priority problem at the moment (until someone tells us otherwise, that is Wink)
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Dec 28, 2005 10:04 am    Post subject: Reply with quote

Just some random crap, I don't know anything about the programs you are using.

In some editors, you have to set your solid objects as solid. Because you can also have 'detail' or unsolid geomerty that the player will never come in contact with, and you don't want the camera (or player objects to collide with it).

This might be the tops of doors, or leaves on a tree, or an object hanging from the ceiling. Is your ramp set to solid?

edit:
er.. everything is working fine.. .nevermind me. Embarassed
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louis
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Joined: 25 Mar 2005
Posts: 53

PostPosted: Tue Jan 03, 2006 3:19 am    Post subject: Reply with quote

Jeroen wrote
Quote:
You cannot type the values directly. Do you think that would be really useful?


If I merge a number of poly's I notice that the centre of the combined model changes. The new values reflect the new single model. I'd like to able to quickly center everything to 0,0,0 - whilst I appreciate that it can be done with dragging I just thought I'd ask.

PaulJan wrote
Quote:
The edge information that is not exported, is used for some of the real-time shadow calculations as performed by Ogre.


I have found my models vanish if I use Stencil Additive shadowing and I was wondering if this might be the cause. I'm guessing not .. but it's most definitely just a guess.

By the way guy's have a great 2006... and thanks again for the great app' and accompanying Ogre exporter.

One of my new years resolutions is ... get Deled PRO.
Wink Twisted Evil

All the best in 2006 to all Deled users too. May your polygons behave.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Jan 03, 2006 6:26 am    Post subject: Reply with quote

Quote:

I have found my models vanish if I use Stencil Additive shadowing and I was wondering if this might be the cause


Hmmm.. Not the behaviour I remember from the version of Ogre I last tested this with, but I do remember this shadowing method being slightly... erroneous on my graphics card. How is the behaviour with the standard Ogrehead model (i.e. a model not exported from DeleD)?

Quote:
May your polygons behave


Very Happy Laughing Very Happy And the same to you!
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louis
Member


Joined: 25 Mar 2005
Posts: 53

PostPosted: Tue Jan 03, 2006 11:25 am    Post subject: Reply with quote

After a little bit more checking Embarassed it appears to be a Gile[s] issue. The Deled stuff and the Ogre/Ninja .mesh behave just fine.

Sorry about that.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Jan 03, 2006 6:13 pm    Post subject: Reply with quote

Ah cool, thanks for checking that out!
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