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trebeler Member
Joined: 04 Dec 2005 Posts: 4 Location: Great Lakes
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Posted: Thu Dec 22, 2005 12:18 pm Post subject: ogre mesh exporter... |
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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
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Posted: Thu Dec 22, 2005 6:32 pm Post subject: |
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Is the ramp snapped to the ground? |
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trebeler Member
Joined: 04 Dec 2005 Posts: 4 Location: Great Lakes
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Posted: Thu Dec 22, 2005 7:39 pm Post subject: |
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Dec 22, 2005 9:31 pm Post subject: |
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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 Member
Joined: 04 Dec 2005 Posts: 4 Location: Great Lakes
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Posted: Fri Dec 23, 2005 2:00 am Post subject: |
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Dec 27, 2005 11:06 am Post subject: |
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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 Member
Joined: 25 Mar 2005 Posts: 53
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Posted: Tue Dec 27, 2005 5:55 pm Post subject: |
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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 Member
Joined: 04 Dec 2005 Posts: 4 Location: Great Lakes
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Posted: Tue Dec 27, 2005 5:57 pm Post subject: |
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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 Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue Dec 27, 2005 6:00 pm Post subject: |
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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 ?
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Dec 28, 2005 9:57 am Post subject: |
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Jeroen: that last question was a response to my statement about the Edge Information not being exported
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
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 ) |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Dec 28, 2005 10:04 am Post subject: |
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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. |
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louis Member
Joined: 25 Mar 2005 Posts: 53
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Posted: Tue Jan 03, 2006 3:19 am Post subject: |
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Jeroen wrote
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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
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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.
All the best in 2006 to all Deled users too. May your polygons behave. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Jan 03, 2006 6:26 am Post subject: |
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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)?
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May your polygons behave |
And the same to you! |
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louis Member
Joined: 25 Mar 2005 Posts: 53
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Posted: Tue Jan 03, 2006 11:25 am Post subject: |
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After a little bit more checking 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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Jan 03, 2006 6:13 pm Post subject: |
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Ah cool, thanks for checking that out! |
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