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hpesoj
DeleD PRO user


Joined: 16 Oct 2004
Posts: 184

PostPosted: Sat Sep 10, 2005 4:19 pm    Post subject: Requests... Reply with quote

A few more requests which I think would enhance the DeleD experience Wink...

1. Average vertices along a single dimension, would be good for making curved edges/surfaces flat.
2. Snap vertex to grid hotkey (I'm not sure if there is already one, but I haven't found it). Ie. snaps any selected vertices to the grid when pressed.
3. Switch around the direction for vertical scaling. At the moment it increases the size when you move the mouse down. I think this is quite confusing :S.
4. Preserved ratio scaling still needs to be fixed, as it most definitely doesn't preserve the ratio Wink. I know I suggested this before, but that was quite a while ago. The scaling also seems to be quite irregular. Sometime a lot of mouse movement results in hardly any scaling, and sometimes it results in far too much.
5. Maybe you could add a 3 dimensional preserved ratio scaling?
6. Sometimes the merge function distorts the faces and vertices of the objects. I don't know why this should be and I can't pinpoint when or why this happens, but I thought the merge function just combined two meshes without actually touching the mesh structure.
7. You can't undo after merging two objects!
8. Could you add a threshold for welding vertices Very Happy. It seems that even if the two vertices are a thousandth of a unit apart, they don't weld. It'd be handy to be able to specify how close two vertices have to be to weld.
9. It'd be cool if the connect function could connect any number of vertices. One vertex should only be connected to one new edge per face, and DeleD should work out the combination of edges to create, so that the total length of the new edges is a minimum (ie. first connect the closest vertices, then the next closest (provided you haven't already connected one of them already)). This way you could connect a load of vertices at once like this...

http://img.photobucket.com/albums/v77/hpesoj/connect.jpg

Big timesaving Wink. You could also split something like a cylinder in half, and connect all the vertices around the circumference.

10. Edge loop select! I should think you know what this is, so I won't explain unless you want me to.

Cheers.
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DraVen
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Joined: 08 Sep 2005
Posts: 11
Location: Crewe, England

PostPosted: Sat Sep 10, 2005 4:31 pm    Post subject: Reply with quote

I would like (if possible) a .ms3d (milkshape) or .3ds or .obj exporter. As some of my modellers use various programs & would rather use their specific tools for certain tasks (to save learning over again).

If these (or one of) could be created I would really appreciate this Smile
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Daaark
DeleD PRO user


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

PostPosted: Sat Sep 10, 2005 5:27 pm    Post subject: Reply with quote

DraVen wrote:
I would like (if possible) a .ms3d (milkshape) or .3ds or .obj exporter. As some of my modellers use various programs & would rather use their specific tools for certain tasks (to save learning over again).

If these (or one of) could be created I would really appreciate this Smile


The obj spec is up at wotsit.org the files are very easy to write out yourself! If you are a coder you should have no problem making a converter or a plugin to export that format. .obj is just a text file with everything plainly written out. I'm not saying it wouldn't be good to have in Deled, I would have used that functionality the other day! Just saying that if you can code, you can roll your own in like a few hours.

11. Kill the new colour picker!
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sat Sep 10, 2005 8:55 pm    Post subject: Reply with quote

hpesoj: Those are all great suggestion! Very Happy Will respond to them in more detail, but right now I have to unwind after 2 hours of debugging vertex picking in the 3D view (one day I will remember opengl stores matrices in column-major... one day... Wink).

DraVen: like Vampyre says, you'd probably be best off running those exporters yourself (or maybe some other kind soul on these forums will). It is not that we don't want to implement them, but exporters to "intermediate" file formats have rather low priority at the moment. We have got some game-specific exporters and imporers planned first.

Vampyre: I'm sorry, but it has got to stay. Old dialog didn't do Alpha values. We need Alpha, so it is either this or nothing. However, we will try to get it's functionality up to speed with your needs. If you got any specific ideas of how things should work, yell Very Happy

As it was ovbiously built with my personal working flow in mind (quickly jamming in R, G, B values requires a lot less actions now, and H->SV picking is a lot more convenient to find a color, especially if you are rather colorblind), what did you espect Smile
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DraVen
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Joined: 08 Sep 2005
Posts: 11
Location: Crewe, England

PostPosted: Sat Sep 10, 2005 9:43 pm    Post subject: Reply with quote

I never wrote an importer/exporter before but i'll give it a shot over the next few days when i get some spare time.

If i manage to get them working properly i'll post them up on here incase they decide to include them in deled
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Sep 10, 2005 11:03 pm    Post subject: Reply with quote

DraVen wrote:
I never wrote an importer/exporter before but i'll give it a shot over the next few days when i get some spare time.

If i manage to get them working properly i'll post them up on here incase they decide to include them in deled


Do you need to be able to convert the obj back into a dmf?
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DraVen
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Location: Crewe, England

PostPosted: Sat Sep 10, 2005 11:05 pm    Post subject: Reply with quote

Not to sure, would be useful but reckon we could work around it.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Sep 10, 2005 11:07 pm    Post subject: Reply with quote

DraVen wrote:
Not to sure, would be useful but reckon we could work around it.
I have an app done up that loads a dmf (no lights, must be triangles, only 1 texture and lightmap) that exports to a format I made up. You could blank out the export function and write out an obj with it I guess. You might need to modify the dmf loader a bit for your own needs.
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DraVen
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Joined: 08 Sep 2005
Posts: 11
Location: Crewe, England

PostPosted: Sat Sep 10, 2005 11:08 pm    Post subject: Reply with quote

Im gonna have a look around now & see what i find. Then code the exporter tomorrow i reckon.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Sep 10, 2005 11:13 pm    Post subject: Reply with quote

DraVen wrote:
Im gonna have a look around now & see what i find. Then code the exporter tomorrow i reckon.


This is really all you need http://www.wotsit.org/download.asp?f=w_obj

If you want the source code I offered, just send me an email, and I'll send it asap when I see the message.
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Daaark
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Joined: 01 Sep 2004
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Location: Ottawa, Canada

PostPosted: Sat Sep 10, 2005 11:15 pm    Post subject: Reply with quote

oh yeah, I even have old obj loading code somewhere. It doesn't handle materials, and only 1 type of face definition, but it can help you see what you need to do. I think it's very easy to follow.
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DraVen
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Joined: 08 Sep 2005
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Location: Crewe, England

PostPosted: Sun Sep 11, 2005 1:45 am    Post subject: Reply with quote

Send over everythin you have that may be of use to me Smile Thanx btw Smile
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Sep 11, 2005 6:45 am    Post subject: Reply with quote

DraVen wrote:
Send over everythin you have that may be of use to me Smile Thanx btw Smile
I'll need an address. -edit- I'll use your MSN one. I'll package it up and send it off tommorow.
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DraVen
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Location: Crewe, England

PostPosted: Sun Sep 11, 2005 7:28 am    Post subject: Reply with quote

joelcoldson@hotmail.com < msn addy


im back & fourth to the pc today so if i dun respond i'll prolly be afk
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Sep 11, 2005 8:25 am    Post subject: Reply with quote

DraVen wrote:
joelcoldson@hotmail.com < msn addy
You have mail.
Incase you erase the mail, I'm not writing this again Wink wrote:
Hello.

Here is the stuff I promised. The archive contains the project files for my DMFTools app that will load a DMF in the proper format into a class and then it has an export button to export the data in the class to a dqm file(my custom format). You can try to overwrite the export functionality to write out an obj file.

I have also included an old file called c_model.cpp. No need for headers or explanation here, as my class data isn't important, you need only concern yourself with the c_model::LoadObj member function which should be easy to follow along. Like my dmf loader, it's not complete. It only handles the data I was interested in. Note that there are many different ways to specify the face data (as written in the obj spec I linked you to earlier). My loader only loads faces that are triangles and have proper normal and uv indices. like

1/2/3 1/2/3 1/2/3

It will not load other face lines such as 1//3 1//3 1//3, it will bomb and cause an error (this wasn't intended for public release).
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