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dmf 1.5

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

PostPosted: Mon May 29, 2006 8:39 pm    Post subject: dmf 1.5 Reply with quote

Are you still redesigning the file format? I had a few ideas for fields.

For the whole map / dpf

Author:
Comment:
Userinfo:

Very helpful, especially when you include the work of others in DeleD, or users put their files up for download on their own. Granada and Fletcher have contributed a lot of files, we could see their names on their work, and whatever they had to say about it in the comments.

Sometimes with a prefab, you might want to write something to specify how to make best use of it.

------

For every object / material / light
A userinfo (very usefull)

The lights and materials right now really suffer from the lack of a tag. Sometimes on materials you want to specify some extra properties like shader names, alpha masking, gl material settings, sphere mapping etc..

Same with lights, there is an endless amount of properties we could assign to them for our own use, like marking some of them as being the lights we'd set up to light our models that are moving in the map, or their specular, ambient and other properties.

No blanks in the file? Laughing So much easier to just load some -1s or 0s then to make a bunch of conditionals all over.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Mon May 29, 2006 8:42 pm    Post subject: Reply with quote

Thanks - those are some really good ideas and we should be able to fit them into the new format. Smile

If you (or anybody else for that matter) got more suggestions, please do tell!
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trucker2000
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Joined: 11 May 2005
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Location: Sacramento, California

PostPosted: Mon May 29, 2006 10:40 pm    Post subject: Reply with quote

Remove the extra textures.
Every dmf has the default textures listed, even when they are never used.
It gets to be a hassel in some engines as they require all the textures to be included when only a few are actually used.
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Tue May 30, 2006 4:45 am    Post subject: Reply with quote

A way for plugins to store (close to) arbitrary data "attached" to the file, and "attached" to each object.
Great for preferences and special mark-up and such.

Note that a "userdata" isn't good enough, because there might be more than one plug-in that wants to store its own data, so the data should be tagged with the plug-in name.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Tue May 30, 2006 4:55 am    Post subject: Reply with quote

jwatte wrote:
Note that a "userdata" isn't good enough, because there might be more than one plug-in that wants to store its own data, so the data should be tagged with the plug-in name.
Then append instead of overwritting? Keeping your token names unique.

vdpi_arg1, jwtpi_arg1, jwtpi_arg2, deledpi_arg1, etc...

Everyone can play together that way.
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Tue May 30, 2006 4:59 pm    Post subject: Reply with quote

Vampyre_Dark wrote:
jwatte wrote:
Note that a "userdata" isn't good enough, because there might be more than one plug-in that wants to store its own data, so the data should be tagged with the plug-in name.
Then append instead of overwritting? Keeping your token names unique.

vdpi_arg1, jwtpi_arg1, jwtpi_arg2, deledpi_arg1, etc...

Everyone can play together that way.


That sounds like a great idea, except it doesn't work in real life (having designed several public APIs in my previous lives, and learned the hard way).

Really, the way to do it is something like:

plugin "pluginname" { data-goes-here }

If you want to stay with numbers, that can probably still be arranged:
210,pluginname,#fields,field1,field2,...

(I chose 210 as an arbitrary identifier for "plugin data").
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue May 30, 2006 5:31 pm    Post subject: Reply with quote

@Trucker: The reason why those textures listed there is that they are the available 'palette' of textures. When I pick a set of materials to use, and save my map and reopen the next day to continu modeling, I don't want all of those materials to disappear.

Those engines should simply get their facts straight, and not load unused textures. Currently they need to perform a reference check to do so (which is not very hard to do nor very time-consuming), but in the next file format revision the 'isUsed' flag will (finally) be active. That should solve all problems.

As a little extra, we could build in some 'strip unused information from DMF' option, but I'm still not too sure whether we should propagate the use of DMF files as a final format, even though some 3rd party engines now directly support it. Smile

@all others: nice ideas, keep 'm coming Very Happy
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Tue May 30, 2006 8:23 pm    Post subject: Reply with quote

trucker2000 wrote:
Remove the extra textures.
Every dmf has the default textures listed, even when they are never used.
It gets to be a hassel in some engines as they require all the textures to be included when only a few are actually used.
There is a file that lists all the default textures, edit it, and your problem is solved. Also I think you can just make a blank one and tell DeleD to load that one by default.
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Paul-Jan
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PostPosted: Wed May 31, 2006 7:59 am    Post subject: Reply with quote

Trucker is on PRO, so no need to go and edit files by hand. Just create a nice default set of materials in the Material Editor, hit the "Save to DML" button in the upper right corner of the Material Editor, and overwrite the default.dml.

But even without a large set of default materials, you are bound to end up with currently unused materials somewhere during the modeling process.
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Fri Jun 02, 2006 2:37 pm    Post subject: Reply with quote

Camera Position? And the background images + properties, as said in the testers forums.
More doesn't get into my mind right now Sad
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