converting .scene to octree

Problems building or running the engine, queries about how to use features etc.
Franky
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converting .scene to octree

Post by Franky »

alright... i export all my meshes, material, and .scene from 3d max but when i pass it trough the DotSceneConverter, it output me an empty .bin and the octree doesn't really get built...

Code: Select all

    <octree binfile="\media\DotScene\level.bin">
        <octsharedgeometry />
        <octnode px="0" py="0" pz="0" width="-1.3107e+006" height="-1.3107e+006" depth="-1.3107e+006" />
    </octree>
Franky
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Post by Franky »

just bringing this back up...
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sinbad
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Post by sinbad »

Bear in mind everything in ogreaddons is community developed and is not officially supported. I'm afraid I don't use DotSceneOctree so can't add anything to this, maybe someone who does will reply.
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Antiarc
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Post by Antiarc »

sinbad wrote:Bear in mind everything in ogreaddons is community developed and is not officially supported. I'm afraid I don't use DotSceneOctree so can't add anything to this, maybe someone who does will reply.
At the risk of forum creep, maybe an official ogreaddons subforum is appropriate? That way, most of the stuff regarding various addons can be contained there without cluttering the engine's forums.
Mdobele
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Post by Mdobele »

The dot scene is an excellent format and has proven to be a winner atm in my production. The fact that the number of people using it seems to be really low surprises me.

How else are ppl creating and managing their game worlds?

This is my level creation pipeline :

1 ) Artists create entire game world in 3DSMax 6

Max Render
Image

2 ) As long as the artists stick to the correct naming conventions when i load the .scene file in my engine when it parses the file it checks those naming conventions and will do the following things :

Create Ode Tri Mesh Physics for the ground sections.
Create Moveable and Static ODE Physics for any level objects.
Create Lights
Create Cameras

My levels also contain nodes ( positional spheres in max ) and i use those nodes data for things like.

Camera Animation Points.
Setting up checkpoints in my level.
A.I nodes for my A.I pathfinding.

And all of this is done simply by loading in a .scene file. The really beautifull thing is that the engine no longer cares what level it loads, as long as the naming convention is adheared to it will do the rest. This now means we can allow outside people to create levels and the engine will do the rest automatically. No more code.... YAY.

The other benifit is because each piece is a seperate object we can use OGRE's great little octree to keep our framerates up.

In Engine
Image

So basically my question is how else do people create and manage their in game worlds? Is everyone using BSP's or simply doing simple terrain with heightmaps and then hardcoding the positions of each world object??
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psyclonist
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Post by psyclonist »

The dotScene team thanks you for the praise ;)

-psy
Franky
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Post by Franky »

so.... how are you guys converting your scene to get the bin thing happening?
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cTh
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Post by cTh »

The octree scene manager from OgreAddons came with a converter that worked OK for me, I did some minor modifications to the provided sources and integrated it successfully in a .scene editor I wrote....

HtH, cTh
Franky
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Post by Franky »

have u got a link where i can download all the sources that i need to get the thing up n running (im pretty sure that i got some of them from idfferent places (might an old version) i think the 4 things are
  • max6 dot scene exporter
    mesh viewer
    dot scene plugin for ogre
    mesh converter
    and is there a dot scene exporter for milk shape? i heard it works a bit better
TorqueMaster
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help regarding pathfinding

Post by TorqueMaster »

Mdobele wrote:The dot scene is an excellent format and has proven to be a winner atm in my production. The fact that the number of people using it seems to be really low surprises me.

How else are ppl creating and managing their game worlds?

This is my level creation pipeline :

1 ) Artists create entire game world in 3DSMax 6

Max Render
Image

2 ) As long as the artists stick to the correct naming conventions when i load the .scene file in my engine when it parses the file it checks those naming conventions and will do the following things :

Create Ode Tri Mesh Physics for the ground sections.
Create Moveable and Static ODE Physics for any level objects.
Create Lights
Create Cameras

My levels also contain nodes ( positional spheres in max ) and i use those nodes data for things like.

Camera Animation Points.
Setting up checkpoints in my level.
A.I nodes for my A.I pathfinding.

And all of this is done simply by loading in a .scene file. The really beautifull thing is that the engine no longer cares what level it loads, as long as the naming convention is adheared to it will do the rest. This now means we can allow outside people to create levels and the engine will do the rest automatically. No more code.... YAY.

The other benifit is because each piece is a seperate object we can use OGRE's great little octree to keep our framerates up.

In Engine
Image

So basically my question is how else do people create and manage their in game worlds? Is everyone using BSP's or simply doing simple terrain with heightmaps and then hardcoding the positions of each world object??
Hi,

I am working on having my agent in the game path find their way. I have not been able to figure out how to apply the path finding algorithm A* to the my level which is a .scene file exported from 3D Max.

Please help me out ..

Thanks,
Asif
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eugen
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Post by eugen »

Regarding @Mdobele's question
we developed here an editor in which we manage other non .scene related stuff too (actually i'm not really sure if these are present in .scene format, last time i checked they didnt) like physical informations, actors, scripts...this way, we can define everything in the editor, save it as xml and load it in the game! we also have a cache module which will load only the needed nodes, the parameters for it being also specified in the editor, for each scene separately...
how do u define and manage physical interactions in your game?!
robin_3d
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Post by robin_3d »

Mdobele wrote:The other benifit is because each piece is a seperate object we can use OGRE's great little octree to keep our framerates up.
Is there any specific information or demo where can I look up how to accomplish this please anyone?

I have a number of static models in a scene (not necessary coming from dot scene), and I would love to be able to optimise it using OGRE's octree and group it up and be able to see the debug lines around each entity showing the octree groups like in Mdobele screenshot there.

Any hints much appreciated :)