Search found 6670 matches

by Kojack
Sat May 12, 2018 9:11 pm
Forum: Lounge / Off-topic
Topic: Is PhysX free for commercial use?
Replies: 4
Views: 464

Re: Is PhysX free for commercial use?

A little funny to make things open but you need to "register" for permission to access something free....but there you go... It's better than it used to be. Back in the earlier days of PhysX at Nvidia, you needed a Nvidia account to download the free binary sdk. But if you didn't log in for 1 month...
by Kojack
Sat May 12, 2018 8:38 pm
Forum: Showcase
Topic: Necro Mutex (Sneek Peek)
Replies: 4
Views: 147

Re: Necro Mutex (Sneek Peek)

Awesome!

(Video plays fine for me on the page, using firefox)
by Kojack
Sun Apr 29, 2018 3:50 pm
Forum: Help
Topic: OgreXmlConverter.txt?
Replies: 2
Views: 62

Re: OgreXmlConverter.txt?

Battlefield 1 uses the Frostbite engine. You need tools that handle it's custom mesh format (Many different game engines use the name mesh, but all are different formats). Here's a thread that has some tools for it, although I haven't tried myself: http://forum.xentax.com/viewtopic.php?f=16&t=17114&...
by Kojack
Sat Nov 18, 2017 1:52 pm
Forum: Lounge / Off-topic
Topic: What game are you playing now?
Replies: 1031
Views: 156537

Re: What game are you playing now?

I've never heard of black desert online.
*Looks at the home page*...
I can be some form of combat chef? My interest has been piqued!
Image
by Kojack
Wed Nov 15, 2017 4:31 pm
Forum: General Discussion
Topic: How to view (or edit) dds file
Replies: 9
Views: 516

Re: How to view (or edit) dds file

DirectX Texture Tool can fully view them too. Go to the view menu, you can see the shortcuts for changing volume slice, mip map or cube map face. (The basilica image uses cube map faces) I used it to make a custom debug texture. I manually placed solid colour images in each mip level (instead of aut...
by Kojack
Sun Nov 12, 2017 8:23 pm
Forum: General Discussion
Topic: How to view (or edit) dds file
Replies: 9
Views: 516

Re: How to view (or edit) dds file

I use Paint.Net (free paint program), it supports loading and saving DDS files (11 different DDS formats supported for saving).

DirectX Texture Tool (part of the June2010 DirectX sdk, called dxtex.exe) is awesome for many DDS things. It can do cube maps, volume textures, manual mipmap creation, etc.
by Kojack
Sun Oct 29, 2017 8:16 am
Forum: Lounge / Off-topic
Topic: What game are you playing now?
Replies: 1031
Views: 156537

Re: What game are you playing now?

I didn't get as into Arktika.1 as I thought I would. First time playing it was late at night so I didn't play for long, but there was no save progress during missions so I had to restart. Second time I made it back to the mad robot (still first mission) but the game glitched and the robot became ind...
by Kojack
Sun Oct 08, 2017 6:59 pm
Forum: Help
Topic: How do .mesh files load their textures
Replies: 4
Views: 227

Re: How do .mesh files load their textures

Yep. So they need to be uniquely named.
by Kojack
Sun Oct 08, 2017 6:43 pm
Forum: Help
Topic: How do .mesh files load their textures
Replies: 4
Views: 227

Re: How do .mesh files load their textures

First up, we have the resource system. Depending on how your project is working, the resource system is given a list of directories to look in for assets. Usually we use a resources.cfg file which lists directories, or you can add them manually in code. The resource system allows you to search for a...
by Kojack
Sun Oct 08, 2017 6:13 pm
Forum: Lounge / Off-topic
Topic: What game are you playing now?
Replies: 1031
Views: 156537

Re: What game are you playing now?

Aww, only 2 posts in here for 2017. :( Over the last couple of weeks I've been playing Divinity Original Sin 2. I've put in 96 hours so far and I'm only level 12. :) I like the voice acting for the animals, they actually try to make them sound at least a bit like the animal in question, rather than ...
by Kojack
Tue Aug 01, 2017 6:59 am
Forum: Lounge / Off-topic
Topic: Anyone going for the new vega?
Replies: 5
Views: 753

Re: Anyone going for the new vega?

I haven't looked into it much yet, I already have a GTX1080. :)

I am planning on making a threadripper (16 core version, 1950x or whatever) box when it comes out.
by Kojack
Sun Apr 23, 2017 1:59 pm
Forum: Help
Topic: copy texture from ogre into hololens
Replies: 6
Views: 425

Re: copy texture from ogre into hololens

I do basically the same thing for oculus support, but I use CopyResource instead of CopySubresourceRegion. The MS help for CopySubresourceRegion recommends using CopyResource instead if you are copying the full frame. There's no easy way to get Ogre to render into an externally created texture resou...
by Kojack
Mon Mar 20, 2017 12:53 pm
Forum: Ogre 2.0+
Topic: Differences render to screen / render to texture
Replies: 3
Views: 472

Re: Differences render to screen / render to texture

What about pixel format? Are both targets using the same? Hmm, is the second model skinned? It looks like something that could animate, while the ogre head doesn't. I don't see how that would affect screen vs render texture, but it's one thing that could be different (skinned mesh would have differe...
by Kojack
Mon Mar 06, 2017 5:20 pm
Forum: Showcase
Topic: Ogre WIP and random screenshot thread (for everyone!)
Replies: 150
Views: 63007

Re: Ogre WIP and random screenshot thread (for everyone!)

I had an urge to do some format parsing. So here's a quick hack, a Miku Miku Dance pmd and pmx file importer. http://i.imgur.com/YWjtmf4.jpg That's Hatsune Miku. No textures, materials, physics, IK or bones, just mesh data. It feels good to be chucking around vertices again though, been too busy lat...
by Kojack
Tue Jan 31, 2017 3:42 am
Forum: Ogre 2.0+
Topic: DX9 to be removed from 2.0 Final proposal
Replies: 37
Views: 7070

Re: DX9 to be removed from 2.0 Final proposal

+1 for dropping DX9. This thread is from 3 years ago. :) is proposal of throwing old good things.) :D For money or control (for himself) people gabrage years of time, money and actual working things (of others). There like changing whils on spheres. hey, architects. Let kill all animals, because MA...
by Kojack
Tue Jan 31, 2017 3:31 am
Forum: Using OGRE in practice
Topic: [Solved] Rotating scenenode issues
Replies: 8
Views: 893

Re: Rotating scenenode issues

Your code looks like c#, in which case there's http://www.ogre3d.org/tikiwiki/tiki-ind ... lass+Mogre
It's a c# version of the http://www.ogre3d.org/tikiwiki/Euler+Angle+Class c++ class.
by Kojack
Fri Jan 20, 2017 9:18 am
Forum: Ogre 2.0+
Topic: [BUG] Quaternion::getPitch() incorrect?
Replies: 3
Views: 353

Re: [BUG] Quaternion::getPitch() incorrect?

Generally it's easier to always go euler to quaternion, not vice versa. This is because there are infinite euler angles that will turn into the same quaternion, as quaternions are limited to 720 degrees while eulers are unlimited. Plus the 6 euler combinations dark_sylinc mentioned can change result...
by Kojack
Wed Dec 28, 2016 11:00 am
Forum: Ogre 2.0+
Topic: Manual skeleton creation
Replies: 10
Views: 775

Re: Manual skeleton creation

Here's my quick hacky change to _compileBoneAssignments: void SubMesh::_compileBoneAssignments(void) { const uint8 maxBones = rationaliseBoneAssignments(); mBoneAssignmentsOutOfDate = false; _buildBoneIndexMap(); int highestBoneNum = 0; for (int i = 0;i < mBlendIndexToBoneIndexMap.size();++i) { if (...
by Kojack
Wed Dec 28, 2016 8:35 am
Forum: Ogre 2.0+
Topic: Manual skeleton creation
Replies: 10
Views: 775

Re: Manual skeleton creation

Had a code break for christmas. Back at it now. Ok, the current state is that things seem to be working, except that the mesh blend indices are referencing the wrong bones due to unused bones being optimised out from being passed to the shader. The current functionality is: SubMesh::rationaliseBoneA...
by Kojack
Thu Dec 22, 2016 4:26 pm
Forum: Ogre 2.0+
Topic: Manual skeleton creation
Replies: 10
Views: 775

Re: Manual skeleton creation

Sorry, been in bed all day sick. Back to coding... I've grabbed the new code. I found 2 infinite loops, one in old code and one in the new compile function: SubMesh::rationaliseBoneAssignments line 89: while( itor != end && itor->vertexIndex == i ) ++bonesPerVertex; itor isn't incremented SubMesh::_...
by Kojack
Wed Dec 21, 2016 10:00 pm
Forum: Ogre 2.0+
Topic: Manual skeleton creation
Replies: 10
Views: 775

Re: Manual skeleton creation

Ok, I seem to have the bone bit working, kind of. I commented out the assert in the top line of SubMesh::_buildBoneIndexMap, then called SubMesh::_buildBoneIndexMap after all the skeleton stuff was done. Shaders were now generated with animation and my test had a bone orientation correctly rendered....
by Kojack
Wed Dec 21, 2016 9:33 pm
Forum: Ogre 2.0+
Topic: Manual skeleton creation
Replies: 10
Views: 775

Re: Manual skeleton creation

I had a feeling I'm charting new ground here. :) Question: Are you populating the vertex buffers with the correct VES_BLEND_INDICES & VES_BLEND_WEIGHTS or you expect us to fill it for you? As far as I know I am: Ogre::VertexElement2Vec vertexElements; vertexElements.push_back(Ogre::VertexElement2(Og...
by Kojack
Wed Dec 21, 2016 4:08 pm
Forum: Ogre 2.0+
Topic: Manual skeleton creation
Replies: 10
Views: 775

Manual skeleton creation

Here's the situation. I'm using the Oculus Avatar sdk, which provides mesh data and skeleton data via a network connection. So I need to create meshes and skeletons in code rather than loaded. There are no animations, all bones will be manually controlled. I've so far done the following: - created a...
by Kojack
Wed Dec 21, 2016 5:46 am
Forum: General Discussion
Topic: chunky models- how to avoid them
Replies: 2
Views: 1132

Re: chunky models- how to avoid them

But when I import them to ogre, they all get very chunky with lots of visible sharp edges. One thing to check is that the model has smooth normals in blender. I've had some models I've imported into blender then exported to ogre that weren't smoothed, so each face was flat shaded. From the example ...
by Kojack
Thu Dec 08, 2016 5:35 am
Forum: Using OGRE in practice
Topic: Tons of street lights
Replies: 24
Views: 7215

Re: Tons of street lights

Looking up the grid in the vertex shader should work. That would be a LOT less texture lookups overall. Although depending on how many overlapped lights you want to support, there could be a lot of data to pass to the pixel shader.