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Posted: Thu Nov 03, 2005 6:18 am
by Lioric
shalow wrote:so... whats happening? we havnt heard anything in more then a week now :(
and for a good reason :D

Full vertex and fragment program support (shaders), the material support features is now close to complete (if i have time i will implement per material "shadow shaders" support)

here is a screenshot of the shaders support in a scene, ported from the ati rendermonkey ambient occlusion sample:

Image

Now the feature set is close to what it will be in the release :D

Lioric

Posted: Thu Nov 03, 2005 6:56 am
by Jerky
Wow, that looks fantastic. More features than most of us could have hoped for. Nice work! Add me to the list of onlookers :).

Posted: Thu Nov 03, 2005 10:58 am
by shalow
Nice, damn i could kill for this plugin :P (any volunteers? ;) )

Posted: Thu Nov 03, 2005 3:42 pm
by GTPowa
Owaa absolutly amazing your plugin!

if i can help you for testing, on 3dsMax 7 and 8...

is there any Beta version i can download?

great job :P

Posted: Thu Nov 03, 2005 4:39 pm
by DrPain
AAAAHHHH! 4 months you've been teasing us with amazing screenshots!!!
I can't take the suspense any longer!


But really, looking good. :)

Posted: Wed Nov 09, 2005 11:52 pm
by Falagard
Status? Can't... hold... breath... much...longer...

Posted: Thu Nov 10, 2005 3:38 am
by Lioric
Falagard wrote:Status? Can't... hold... breath... much...longer...
:lol:

The current beta will be sent to the beta testers this week or early next week, then if there are no major issues on the testing period the plugin pack will enter on a release ready stage where i will test it with a few regular users (normal users or artists that will incorporate it on their current workflow) and soon after that (after the QA tests are passed) it will be ready to download :)

Im working very hard to assure that this will not take more time than the absolute needed, so the release date will be announced soon

Lioric

Posted: Thu Nov 10, 2005 4:27 am
by Kojack
Regardless of how cool it sounds, I'm impressed just by the level of quality control you are doing. :)

Posted: Thu Nov 10, 2005 2:22 pm
by sinbad
This is looking fantastic, well done Lioric - I'm sure 3DS users will be forever indebted to you when this is released, and thus we will be too :)

We will...

Posted: Fri Nov 18, 2005 9:26 am
by Lee04
This is looking fantastic, well done Lioric - I'm sure 3DS users will be forever indebted to you when this is released, and thus we will be too

YES! We will......

Posted: Sat Nov 19, 2005 11:03 pm
by Seekon
Need it!!!!! :!: were do u live Lioric so that I can find you and kiss you!!!!! :lol:

Posted: Sat Nov 19, 2005 11:41 pm
by sinbad
Please don't scare him off :?

Posted: Mon Nov 21, 2005 11:50 pm
by jubjub33
I'm excited about this release, as it looks far too good to be true...

Certainly though the amount of effort that would have had to have gone into coming up with all this material as an elaborate hoax (and I'm not suggesting that it is, simply that it could always be possible with something like this )would probably take twice as long as actually developing an exporter...but it's funny how forum posts like this always make one feel like we're being strung along......

:)

Posted: Wed Nov 23, 2005 3:30 am
by Bontakun
Looking forward to downloading and trying the exporter, as we are currently evaluating a few 3d engines, and need this exporter to properly test Ogre! :)

Lioric, it has been 2 weeks since your last post - how is progress now? Good I hope! Thanks for putting in the hard work.

Posted: Sat Nov 26, 2005 5:26 pm
by Lioric
Im very pleased to announce that the last major beta build was sent to the beta testers yesterday. It contained the modifications needed for the Release ready stage, inlcuding full documentation.

As part of preparation for the next stage, the documentation review process started today.

The next days will be of updates to the current beta to solve issues that might present.

We are close to the tentative release date that has been set.

Lioric

Posted: Sun Nov 27, 2005 11:46 am
by IFASS
This is simply great! :)

Can't wait for the release ;)

Posted: Sat Dec 03, 2005 10:03 am
by MrX_ua
Sounds too good to be true :) Can't wait to get my hands on it.

Also, is there any way that it'll be able to export Max8 twist bones? I'm not sure how it'd work in Ogre

Posted: Sat Dec 03, 2005 10:10 am
by Lee04
Also, is there any way that it'll be able to export Max8 twist bones? I'm not sure how it'd work in Ogre
Bones stretch and scale (for cartoon animations and simulationg muscles in riggs)

No seriouslly don't add that know just shipp the darn thing. :)

Lee04

Posted: Sun Dec 04, 2005 9:40 am
by MrX_ua
Lol, I was just wondering. I 100% agree - if twist bones are not supported - don't add them :) I also, I think that there are more people waiting for thins then you expect :D

Posted: Sun Dec 04, 2005 12:47 pm
by Vectrex
one question would be does it take instances into account? At the moment the other exporters will happily export a hundred boxes as seperate meshes and dotScene will reference them all seperately even if they are instances.

Posted: Sun Dec 04, 2005 1:32 pm
by sinbad
Vectrex wrote:one question would be does it take instances into account? At the moment the other exporters will happily export a hundred boxes as seperate meshes and dotScene will reference them all seperately even if they are instances.
It's worth remembering that treating instances like the modeller does is not always the best thing anyway. In fact, at runtime a hundred box instances 'baked' into a combined mesh 100x bigger than the original will run faster than rendering 100 instances of a shared mesh. This is all to do with the GPU preferring smaller numbers of large batches rather than lots of little batches which become CPU limited very quickly because of the driver overhead. Therefore what's considered efficient for a modeller is not necessarily efficient in real time.

Posted: Sun Dec 04, 2005 1:42 pm
by Vectrex
you misunderstand. At the moment 100 identical boxes will have 100 seperate box0x.mesh files and ogre will load them all seperately if you use plain dotScene loader. So without batching it will still be using 100 meshes but just be a waste of space and a hassle when editting and time taken loading. Whether you batch before using them or not isn't the issue. btw speaking of batching I did a test with like 1000 cars batched and not batched and... well the batched version I think was a little slower :) Mainly due to batch area view frustrum culling drawing a big chunk even though it may be partially visible, but also when all visible didn't seem much different (laptop 9600 64meg, P-M 1.7)... oops my first thread hijack! :twisted:

Posted: Sun Dec 04, 2005 2:29 pm
by sinbad
Ah, ok - I've never used dotScene so I stand corrected :)

Posted: Tue Dec 06, 2005 5:13 pm
by Lioric
The oExporter supports max instanced objects from the first release (i.e 1000 max instanced objects == 1000 entities in the ogre scene, but 1 .mesh file), in the documentation there is a section in the "Working with Scenes" chapter called "Entities" that explains the relation between max meshes, max objects and ogre meshes, ogre entities.

Lioric

Posted: Tue Dec 06, 2005 8:41 pm
by remo
I want oExporter... may I could be a beta-tester?

my email is krenex@gmail.com