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Work in Progress / WOLFextra - FREE DBpro addon! Need a command??? Ask for it!

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D Ogre
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Posted: 20th Feb 2007 00:21
Okay, I stand to be corrected. Thanks for the insight, Wolf. I was not aware you could
offset the object itself with the offset limb command. I assumed it only worked with limbs.

So, all you need to do is reference the object as 0 (Root) within the command, heh? Very
interesting... This is why we need better help files for DBPro.
Duffer
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Posted: 20th Feb 2007 00:52
@ Wolf,

Hey there. Just thinking probably a good time to start a new WIP for the 3DCM?

On this thread, dont suppose you could do a "Wolf-Reliable" version of the dodgy command that chap did to alter Limb Texture Alpha?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
griffirr
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Posted: 20th Feb 2007 11:25
Just wanted to say thanks WOLF

This little dll is very usefull.

Ron Erickson
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Posted: 20th Feb 2007 15:18 Edited at: 20th Feb 2007 15:21
Quote: "Hey there. Just thinking probably a good time to start a new WIP for the 3DCM?"


Not quite yet.
It is hard enough to keep up with 3 projects let alone 3 WIP threads. lol
Seriously though, I don't have much to say about it right now. I'm just working on it...

Quote: "On this thread, dont suppose you could do a "Wolf-Reliable" version of the dodgy command that chap did to alter Limb Texture Alpha?"


I have started looking at adding this!

Quote: "Just wanted to say thanks WOLF

This little dll is very usefull."

No problem. I'm happy you have found it useful already. Hopefully soon, it will be one of those MUST HAVE DBpro addons

EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)
Cash Curtis II
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Posted: 20th Feb 2007 16:09
The problem with the Accode limb alpha plugin is that it doesn't work on animated models. If you add primitive limbs to something, it works fine.

I can send you the DLL if you like Wolf, but it probably wouldn't be of any use to you.


Come see the WIP!
Ron Erickson
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Posted: 20th Feb 2007 16:16
Quote: "I can send you the DLL if you like Wolf, but it probably wouldn't be of any use to you."


No thanks...
There really isn't anything that I can learn from it.

Quote: "The problem with the Accode limb alpha plugin is that it doesn't work on animated models. If you add primitive limbs to something, it works fine."

That is interesting. Thanks for that info. It might help point me to how he was doing it and how I can do it better. It isn't much use if it only works on primitives. He wasn't selling that dll, was he? I hope it was at least free

EZrotate! TextureMax! Enhanced Animations! 3D Character Maker! (coming soon....)
Cash Curtis II
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Posted: 20th Feb 2007 16:19
It was free, probably because of that limitation. He struck me as a very good coder, but his English skills were very limited, so perhaps he wasn't confident enough to speak with TGC about it. I suspect that with as much as you know about DBPs internals it won't be much of an issue


Come see the WIP!
Airslide
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Posted: 21st Feb 2007 01:04
Hmm....how bout the ability to read [Doom] wad files? I thought DBP could via BSP's but there's no way to use them directly (without the BSP). I'm not sure how easy/hard that would be, as I'm not sure if it can easily tell what's image/what's sound/what's texture ect...

In the end though I'd prefer if it can read Doom wads in particular, if they've ever changed between games anyways.

(If there's already a dll that can do this I'd love to hear about it )

Lost in Thought
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Posted: 21st Feb 2007 02:22
There are utilities that can extract textures from wad files. You can do that and then use the textures 0_o Why would you want ot add your textures to a wad file and make it harder on yourself and longer to load. Most textures that are already in wad files are illegal to use for other engines anyway.

Agent Dink
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Posted: 21st Feb 2007 02:53
Hey, here's an idea, how about Point Limb (similar to point object) and Ghost Limb (similar to ghost object). Using these 2 commands you could put light flares directly on your object and have them pointing at you all the time. I'm sure you can already point limb by hand with maths, but it would be nice to have a handy command to do it for you. Also, the ghosting would be nice to have per limb. Hope it can be done.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Cash Curtis II
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Posted: 21st Feb 2007 06:33
Nice idea


Come see the WIP!
Agent Dink
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Posted: 21st Feb 2007 06:54
Thanks I think it would be very useful. It would cut down on objects needed to make these effects otherwise. If it's possible I'd love to see it implemented, and I'd definitely use it.

It would be great to see a lamp post model with the light corona integrated into it and being able to position it as one object and everything. You could model all the coronas onto a space cruiser for engines, windows, turret etc. And it would all be one object, freeing memory for other things.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Aaron Miller
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Posted: 21st Feb 2007 07:31
Good job

Cheers,

-db


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Wilf
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Posted: 21st Feb 2007 09:35
Another vote for Point Limb and Ghost Limb here.

BTW fantastic effort Wolf!
Tapewormz
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Posted: 21st Feb 2007 09:39
Wolf, give us some commands to detect if our videocards are capeable of AA and then turning it on or off and setting the pass for the DBP window.

This is something I've been waiting for...FOR A VERY LONG TIME!

dark coder
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Posted: 21st Feb 2007 11:10
On the subject of limbs, I think it would be very usefull if we could return the actual angle of a limb, and not its offset from the main object, almost asif we could treat them like normal objects, which is what they essentially are, In my final exodus game for example, for the gun turrets I had to load up every single gun/engine etc and position/rotate them relative to the main ship, which is fine but it takes a while to setup, and you end up with loads of objects which makes things like excluding/hiding them from rendering/bloom etc a slower process as you need to add alot more lines of code, the only reason I didn't make them limbs was because I coulden't use your EZ Rotate plugin with the limbs to act as turrets as such, as I would have to inrement the limb rotational values by the main objects ones, well I didn't actually try that but I assume that's the problem :p.

Also having some sort of 3d object octree system would be very usefull, as DBPs arrays are rather useless for this, commands like 'Add Object To Octree ObjID,X,Y,Z' Or perhaps the plugin would update the positions by itself? and then you would call some command to return the ammount of objects that are near a point in X/Y/Z space then you specify a distance, then if it returns 10, you make a loop calling the object numbers which are within range.

An auto media rebuilder? Perhaps you could make it so that your plugin detects when an object is loaded/deleted and keeps the original filename and any texture operations done to it and stores it to a list, then you call a command to check if there has been a media flush and it would reload all media.

Diggsey
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Posted: 21st Feb 2007 18:23
get limb direction???

dark coder
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Posted: 21st Feb 2007 20:38
Quote: "get limb direction???"


Didn't see those, but you still can't set the angle of the limb as a non relative angle, so my point is still valid...

Airslide
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Posted: 22nd Feb 2007 04:00
Quote: "There are utilities that can extract textures from wad files. You can do that and then use the textures 0_o Why would you want ot add your textures to a wad file and make it harder on yourself and longer to load. Most textures that are already in wad files are illegal to use for other engines anyway.
"


I'm making a Doom multiplayer engine that requires doom to run (otherwise it would be illegal). Instead of relying on external tools like deutex to extract what's needed, I wanted the ability right in DBPro.

Aaron Miller
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Posted: 24th Feb 2007 23:27
How about a "Set Limb Name" command?


Cheers,

-db


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Ron Erickson
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Posted: 25th Feb 2007 00:29
Sorry I haven't replied sooner. I've been really busy putting some finishing touches on my animation addon before release next week. I'll post more later.

Quote: "How about a "Set Limb Name" command?"

I have added that command (at someone's request) to my animation addon. So, it would be easy to add it to this as well. Since it isn't really a feature of the animation addon, I have no problem with also adding it to this.

I'll post more soon....

EZrotate! TextureMax! Enhanced Animations! 3D Character Maker! (coming soon....)
Lost in Thought
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Posted: 25th Feb 2007 06:28
Also alot of these limb commands already exist in IanM's free utils dlls.

Ekko
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Posted: 25th Feb 2007 08:32
Hi WOLF, there's a command I always wanted and could never find; after, say, using PICK OBJECT having a command that would return the UV coords of the texture (a number from 0.0 to 1.0). This would be great for doing GUI stuff and to make a 3D paint program / more powerful character customization! I've made a function, which I lost :-(, that was able to do this but wasn't too accurate, but I was able to draw on my models to within two pixels of where I was clicking. I used your ANGLE BETWEEN POINTS command and some interpolation to do it. I, for one, would really appreciate this command.
dark coder
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Posted: 25th Feb 2007 08:38
I agree being able to return a UV from a point would be very usefull, the only problem is how does your plugin kow which poly you wish to get the info from? because this would be usefull to many things such as bullet holes, and bulletholes aren't allways placed where the camera can see so pick object woulden't be usefull, the most feasable method would be to get this functionality added into sparkys dll, I'll ask .

Brendy boy
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Posted: 26th Feb 2007 18:08
What about multitexturing. Is that possible?

God is real unless declared integer.
Chris Franklin_
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Posted: 26th Feb 2007 18:27
Something like delete all loaded media would be cool so you can reload everything back up again

Cash Curtis II
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Posted: 26th Feb 2007 18:41
Quote: "What about multitexturing. Is that possible?"

You can do that already with blend mapping, and with shaders and texture stages. Also, detail mapping and lightmapping.

Quote: "Something like delete all loaded media would be cool so you can reload everything back up again"

You can do that by changing the screen resolution. Everything is dumped and you start from scratch.


Come see the WIP!
Agent Dink
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Posted: 26th Feb 2007 18:59
Quote: "You can do that by changing the screen resolution. Everything is dumped and you start from scratch."


Yeah, but won't your screen have to flicker and do that annoying stuff? That doesn't seem very professional to me, but yeah I guess it works.

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dark coder
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Posted: 26th Feb 2007 19:32 Edited at: 26th Feb 2007 20:52
Or use the 'Flush Video Memory' command, though I haven't used that in ages so I can't say if it's of any use.

[EDIT] Just thought of something. How about better commands to alter the DBP window? because the 'Set Window Layout' command is pretty rubbish, having seperate options for things like resizable , minimizable etc. And with those commands make sure all of them size the window so that the actual DBP draw area isn't resized, because that causes slowdown and bluring.

Diggsey
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Posted: 26th Feb 2007 22:25
What about a function to get the address in memory of a variable. eg. a bit like the '&' sign in c++

If you do that, then another good function would be a variable watcher. You give it the pointers, and it their name and value. You could also set it to beep or something when a certain var's value changes.

Lost in Thought
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Posted: 26th Feb 2007 23:44
Quote: "What about multitexturing. Is that possible?"


You'll have to explain this one a bit. You can do that with DBP's native commands 0_o

Ron Erickson
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Posted: 27th Feb 2007 03:16
Wow! I have been busy killing some bugs in Enhanced Animations. This thread has kind of gone crazy! Lots of requests!

-I am looking at adding the limb alpha functionality.

Quote: "Hmm....how bout the ability to read [Doom] wad files? I thought DBP could via BSP's but there's no way to use them directly (without the BSP). I'm not sure how easy/hard that would be, as I'm not sure if it can easily tell what's image/what's sound/what's texture ect..."

Sounds interesting... I doubt many people would have a use for this though and it would take up quite a bit of time to do. I think this might be a little to specialized for me to dedicate the time needed to do it.

Quote: "Hey, here's an idea, how about Point Limb (similar to point object) and Ghost Limb (similar to ghost object). "

I have already started looking at global limb rotation commands in my Animation Addon. It is a feature that I really want to add to that, and I am going to spend some time trying to get it working with it. I'll have to see how things go. I was close, but it wasn't quite correct yet. It definately won't make it into the initial version of EnAn, but I hope to add it soon.
The ghost limb commands would sort of fall under the Limb Alpha stuff that I am already looking at.

Quote: "Another vote for Point Limb and Ghost Limb here.
BTW fantastic effort Wolf! "

I just had to add a quote to your post because your name is strangely similar to mine. Wilf? There is no "I" in wolf lol

Quote: "Wolf, give us some commands to detect if our videocards are capeable of AA and then turning it on or off and setting the pass for the DBP window.

This is something I've been waiting for...FOR A VERY LONG TIME! "

Doesn't the ANTIALIAS AVAILABLE command tell you if your hardware support Antialiasing? Also, I believe that Cloggy's DirectX extension dll adds some support for antialiasing. If not, let me know, I'll look at adding it.

Quote: "An auto media rebuilder? Perhaps you could make it so that your plugin detects when an object is loaded/deleted and keeps the original filename and any texture operations done to it and stores it to a list, then you call a command to check if there has been a media flush and it would reload all media."

Now that would be useful for something else that I am working on. I don't know if I could easily add support for something like this in a dll, but I am going to have to solve this problem in some nice clean way. If I come up with something useful, I'll let you know.

Quote: "Hi WOLF, there's a command I always wanted and could never find; after, say, using PICK OBJECT having a command that would return the UV coords of the texture (a number from 0.0 to 1.0). This would be great for doing GUI stuff and to make a 3D paint program / more powerful character customization! I've made a function, which I lost :-(, that was able to do this but wasn't too accurate, but I was able to draw on my models to within two pixels of where I was clicking. I used your ANGLE BETWEEN POINTS command and some interpolation to do it. I, for one, would really appreciate this command. "

That does sound very useful, but as Dark Coder mentioned, it may be done a lot better in a collision dll.

Quote: "Just thought of something. How about better commands to alter the DBP window? because the 'Set Window Layout' command is pretty rubbish, having seperate options for things like resizable , minimizable etc. And with those commands make sure all of them size the window so that the actual DBP draw area isn't resized, because that causes slowdown and bluring."

Some of this could be added. I know for a fact that you can't resize the window without stretching the DBpro display. To do this, it requires that the DirectX object is recreated. When that happens it completely flushes all of the loaded media. There is no way around that.

Quote: "What about a function to get the address in memory of a variable. eg. a bit like the '&' sign in c++

If you do that, then another good function would be a variable watcher. You give it the pointers, and it their name and value. You could also set it to beep or something when a certain var's value changes."

Hmmm... that is interesting. I'm not sure that there is any way to get to the variable space in DBpro like that???

EZrotate! TextureMax! Enhanced Animations! 3D Character Maker! (coming soon....)
Steve J
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Posted: 27th Feb 2007 04:19
YAY! If you can get AA try and look into AF too! That would be a miracle for people like me, stuck with low poly models with high detailed texture maps...

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Diggsey
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Posted: 27th Feb 2007 19:28
Quote: "Hmmm... that is interesting. I'm not sure that there is any way to get to the variable space in DBpro like that???"


DBPro, and the DBPro variable watcher can do it, so it must be possible

Ian T
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Posted: 1st Mar 2007 06:15
I have no idea if it's possible, but a function to return whether an object is a standard object or an instance would be really handy
Uncle Sam
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Posted: 1st Mar 2007 09:31
I've got a few:

1. A command that turns on antialiasing:
or
or any other level.
2. A command that turns on anisostropic filtering:
or
or any other level.
3. Apply a shader to a limb!
4. Apply a shader that is not compatible in DBP (.fx shaders are not compatible in DBP unless altered). This is probably too hard though, or not possible!

Nice of you to do this for everyone.

Uncle Sam
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Lost in Thought
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Posted: 1st Mar 2007 11:08
Quote: "3. Apply a shader to a limb!"


You can do this now





set limb effect

Brendy boy
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Posted: 1st Mar 2007 15:48
What is multitexturing?
Imagine you have a object(which is a single mesh) and you want to texture only one part of it with one texture and some other part of it with other texture. In dark basic pro you can't do that. You can only texture whole object or a limb. It would be good to have a command like Texture polygon poligon number

God is real unless declared integer.
Cash Curtis II
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Posted: 1st Mar 2007 18:29
@Brendy boy -
That is best accomplished with UV mapping. That functionality would be obscure and limited, and inferior to a good UV map.


Come see the WIP!
Lost in Thought
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Posted: 1st Mar 2007 18:33
What he should have said was multi-material access ( having more than 1 material per mesh/limb ) not multitexturing. DBP loads .x object fine that have this, we just can't do it with DBP code. However we can export to a .x using multimaterial code and reload the model with the multimaterial limbs. Just not real time.

Multitexturing is more than one image stage, which we can do.

Brendy boy
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Posted: 1st Mar 2007 18:52
Yes, that's what i thought Lost in Thought, multi-material access. So you say that that is possible in dark basic pro? How?

God is real unless declared integer.
Dared1111
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Posted: 1st Mar 2007 19:20
what about a command which finds out where a object is pointing?

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Lost in Thought
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Posted: 1st Mar 2007 19:24
Quote: "Yes, that's what i thought Lost in Thought, multi-material access. So you say that that is possible in dark basic pro? How?"


Make your mesh using limbs (one limb per texture) and then write the dat to a .x file as 1 mesh with multiple materials. I posted a .x exporting code in the code snippets forum that uses single material saving. It can easily be modified to use multimaterial saving though.

Ian T
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Posted: 1st Mar 2007 23:37
Texture Object, Scroll Object Texture, etc all take a material component; you can modify multiple texture stages of an object if it's already mapped for it.
Brendy boy
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Posted: 2nd Mar 2007 14:50
[quote]Make your mesh using limbs (one limb per texture) and then write the dat to a .x file as 1 mesh with multiple materials. I posted a .x exporting code in the code snippets forum that uses single material saving. It can easily be modified to use multimaterial saving though.

I'll try that.

God is real unless declared integer.
Lost in Thought
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Posted: 2nd Mar 2007 22:03
@Brendy boy If you need any more help with this you can email me instead of us bogging down Wolf's thread

Ron Erickson
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Posted: 2nd Mar 2007 22:22
It's OK. I don't mind it going off topic a bit. So far, in addition to a couple of commands that have been added, there has been some good converstion here that may have helped a few unexpecting people. It is all good

The admiral
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Posted: 3rd Mar 2007 04:57
What if you want to add an extra texture or change a texture ingame can this be done?

The admiral
Lost in Thought
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Posted: 3rd Mar 2007 07:54
Quote: "What if you want to add an extra texture or change a texture ingame can this be done?"


Multi-materially ... no. Not realistically anyway as you would have to write the file (or modify the file), delete the object and reload the object.

Multi-stagely, limbly, and or objectly then yes. Texture object and texture limb can do the limbly and objectly changing of textures.

For adding texture stages, you can use convert object fvf to add texture stages and then use the vertex manipulation commands to set the UV data for new stages (usually just copy from stage 0 unless special lightmapping and etc). Or you can go the memblock method which I personnally dislike as you have to toally rebuild and retexture everything.

Agent Dink
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Posted: 6th Mar 2007 07:28
Hey, what about a sort of "Set Object Gamma" where you could increase the models brightness without a shader. Is that possible?

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