Page 3 of 17

Posted: Wed Aug 27, 2008 4:31 am
by lmas19820607
Incredible work, and I'm tring to use this in my project.

Just one question, do you have any plan to release the scene Loader code or scene load demo? If so, I will wait for it.

Posted: Wed Aug 27, 2008 7:32 am
by prathap
hi,
awesome work, please tell me where can i find the link for source code for this project,the link whch u had given are not opening

Posted: Wed Aug 27, 2008 2:29 pm
by Nauk
@Buns: Thanks for the feedback. And I still haven't decided wether to go opensource or not, tho I am tending towards a plugin solution, but that is still not final.

@lmas19820607: Thank you, I am happy you like it. I am working on the next version and part of it will be a demo + sourcecode for the loader.

@prathap: Thanks for the comment. There is no sourcecode released yet and not sure wether I will or not.

For everyone having problems downloading the app or accessing the forum could you tell me if you can reach the **** download post and access the given links there or do you have problem accessing the download itself: http://*** also if you cannot reach it, would be interesting to see what a tracert on each address spills out from your location, because it seems to work fine for me and most other people.

Posted: Sat Aug 30, 2008 1:13 am
by Solo
Nice ! I suggest that you add more controls keys for camera : Right/Left move and up/down move. Also, you could offer the possibility to configure the keys from .cfg file. (I prefer W S A D)

Posted: Mon Sep 01, 2008 6:42 pm
by IceBerk
Could some one rehost it, please? I can't dowload your demo from http://92.51.140.14/artifexterra3d/down ... .18.58.zip
Server returns 404 error :(

Posted: Mon Sep 01, 2008 8:27 pm
by Nauk
@Solo: Thank you, and good point, there is a big faction of people using WSAD over Cursor keys - is on the list.

@Iceberk: I am currently doing some changes, improvments on the website / hosting it will be up again later tonight, sorry for the inconvenience :)

Posted: Tue Sep 02, 2008 3:47 am
by Nauk
The download is active again, you can find the new locations here in the download section:
http://www.out-online.com/smf/index.php?topic=1484.0

Thanks for the patience :)

scene loader?

Posted: Sun Sep 07, 2008 3:25 pm
by sisyphus
When do you think you will release the source code for the demo loader so we can begin integrating levels created with this tool into our engines?

Thanks for a useful piece of software!

Posted: Sun Sep 07, 2008 9:04 pm
by Nauk
Thanks for the nice feedback sisyphus :) I will work on that next and will post it somewhen this week.

Small organisatory update - I put artifex to its own subdomain now, with separate homepage and forum: http://artifexterra3d.out-online.com

I also have come further with my decision about open-sourcing it in the future. I am currently strongly leaning towards a dual-licensing model, similar to ogres, with the open-source license close to simplemachines'. Free for private, non-commercial and indies / small studios and 1 commercial license parallel. Still brooding about the license models and it won't happen before I am not happy and finished with the basic feature set and general direction of it.

Posted: Mon Sep 08, 2008 11:35 pm
by vlad2048
Oh my god ! This is one amazing tool you made there Nauk. Very professional. It must have taken a lot of work.

It's very similar to the editor I worked on during my only professional experience in video games (3 months internship) on the game Act of War. Surprisingly it was written in Delphi.

It is great news you're leaning towards making it open source too, what a great gift to the community.

As soon as you release the loading/drawing code, I think I'll have fun programming the driving of a car over it. Maybe with dynamic lighting of the headlights at night time (I don't know how complex that would be yet)

Thanks !

Amazing.

Posted: Tue Sep 09, 2008 2:43 pm
by Byrondinho
Excellent work, but I have a question of how to correctly load the map that I have done in my aplication ogre.


Thanks for attention.

Looking forward to it!

Posted: Tue Sep 09, 2008 4:14 pm
by sisyphus
Looking forward to getting my hands on the scene loader!

Thanks again Nauk!

Posted: Tue Sep 09, 2008 7:07 pm
by Nauk
@vlad2048: Thanks for the nice words vlad! There is a thread over at the ETM addon forum about dynamic lightning, maybe a good point to start:
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=7009

@Byrondinho: Thank you! The example application is on the way, that will show you how to load it.

@sisyphus: no problem - I am happy you like it. :)

Paged Geometry

Posted: Tue Sep 09, 2008 8:59 pm
by sisyphus
@Nauk: Have you done any work with the Paged Geometry add-on? Do you know if it would be possible to integrate some sort of Paged Geometry customisation options within the Artifex editor?

I have been reading about it, and most people seem to be able to mesh ETM and Paged Geometry fairly easily...

Posted: Tue Sep 09, 2008 10:38 pm
by Nauk
I haven't looked all too close into paged geometry yet, only briefly, I was thinking about integrating it first but then i read it does not support live editing. I was planing to use it for our game project and if i remember right you don't have to optimize anything "other than" having a set of billboards for your trees / plants and define different lod levels in your material files and then pass on the object data entity, position, rotation, etc. It appeared rather easy to setup, more or less feed it the contents of the "spawns_groundcover.cfg" - file.

If you have / find suggestions how Artifex could prepare the use of PagedGeometry, I am all ears :), maybe you could even post it to the wishlist on the forum http://92.51.140.14/artifexterra3d/foru ... ?board=2.0 .

Ogre Sample Application + Artifex Scene Loader

Posted: Tue Sep 23, 2008 3:38 am
by Nauk
Artifex Terra Demo Scene Loader 0.80beta
Thanks for the patience and I hope it turns out useful for the ones who wanted it: The code sample consists of a simple Ogre application
(without example framework, credits & thanks to Navi & ETM for inspiration) and a demo loader to load scenes created with Artifex Terra 3D.

Project-Setup:
Ogre 1.4.9, ETM 2.2, VC++ 2005 Express SP1 , DirectX 9, Windows
The code has been written and tested in that scenario. If you are using a different setup, you will have to adapt it yourself,
and I of course greatly appreciate it if you are willing to share your modifications in the Artifex forum.

Additional downloads needed:
Ogre3D 1.4.9 - http://www.ogre3d.org :P
ETM 2.2 - http://www.oddbeat.de/wiki/etm

Download:
Take me to the download.

Usage:
- Copy the Ogre & ETM .dlls to the release and debug folders
- Copy the water, skyes, models and testzone folders from your Artifex folder to the media folder
- Edit the project settings "C++ -> General -> Addictional Include Directories": adapt the ETM include directory to your local path of 'etm/include'.

Init & load a scene:

Code: Select all

mArtifexLoader = new ArtifexLoader(this,"../media/");	
mArtifexLoader->loadZone("testzone");
Unload a scene:

Code: Select all

mArtifexLoader->unloadZone("testzone");
Keyboard:
Navigation - Cursor / WASD
Camera - Right Mouse Button
U-Key - Unload Scene
L-Key - Load Scene

Feedback and code correction & improvments more than welcome, here or in the Artifex forum. I hope it is beginner friendly enough.

Enjoy :)

P.S. A new version is coming up soon too with a couple of improvments and one major new feature.

Posted: Tue Sep 23, 2008 6:57 pm
by Jeanbono
Many thanks for sharing;)

This is a great work!
I'll try your loader into my project :)

Posted: Thu Sep 25, 2008 2:54 pm
by strikerbcb
I will give you some tips for make this map editor better in my opinion :

* please, if you can do, implement a zoom in/out function using the scroll of mouse, it helps a lot in map making !

* Show the coordinates of mouse on mouse move

* Integrate with paging landscape, caelum and hydrax !

* Better interface, with tools organization and menus.

* Save/Load/Export with add-ons suport for other project types

* One simple thing, but it matters, it´s is really slow in med spec machines, i have a athlon 64 3000, 1.5 GB of RAM, GEFORCE 6800 GT 256 bits 128 MB and sometimes i get 5~10 FPS.

It´s only some tips ...

And thanks for this great addon.

Posted: Thu Sep 25, 2008 11:06 pm
by Nauk
@Jeanbono: Thank you for the feedback and I hope it works out. :)

@strikerbcb: Thank you for nice critique and the valuable input:
  • Zoom with mousewheel is a good idea and I will go for that, also made me think to add some 90 degree fixed camera settings.
  • The coordinates should update on mousemove, but i have reduced the frequency because it can be very costly. Tho I could make it a configurable setting and let the user decide on the update rate.
  • Paging landscape depends on the effort and I think ETL 3 will support paging too, so I might favor that. Paging geometry, caelum, hydrax is something I definately will look into, but if so then with the possibility to turn them off because some of them can be very taxing for older systems. One of the reasons I like the ogre sample ocean shader, because it basically runs at nearly 0 FPS costs, but of course it cannot compete in anyway with Hydrax.
  • Interface will be improved a lot , the current interface is very much tuned to a "brush-centric" usage, well more or less the whole application is based on that because I believe it is the key to artistic & creative editing. The gui for all non-painting/shaping features are far from being fleshed out.
  • Scriptable/plugin support for reading and writing is on the list, also a new 3rd option that I believe is quite powerful and a very good generic approach, but I reveal that with the release of it.
  • You nearly have the same system than I do, just I have a athlon 3800, 2 GB and 512 MB on the Geforce 6800 and I get between 50 to 80 FPS mostly, depending where I look at. Oh and running good old Win2k. The next release will include more possibilities to tweak the settings for more performance, like pixelerror, fardistance, etc.
And thanks for this great addon.
You are welcome :)

Posted: Fri Sep 26, 2008 9:33 am
by Jeanbono
Sample loader works fine with Ogre3d Shoggoth version and ETMv2.3.1 :)

I'm just added these lines into my ressources.cfg:

Code: Select all

FileSystem=../media/materials/programs
FileSystem=../media/materials/scripts

Posted: Sat Sep 27, 2008 2:05 pm
by Nauk
That is good news Jeanbono, thanks for posting :) - I didn't have the time to test either yet.

Posted: Mon Sep 29, 2008 6:10 pm
by NoodlesOnMyBack
Nice work Nauk, its looking good, tho i had some problems with Navi i think:

Image

And the performance its not very good with my Athlon 64 +3000 1,5 GB RAM and 6600GT, probably Navy's fault, because in my project i have more addons running and the performance is better.

Posted: Mon Sep 29, 2008 11:04 pm
by Nauk
Thanks Noodles :) - Weird bug you have there, could you fix it and if so do you have an explanation what caused it?

EDIT: Seems like for some reason the Navi elements point 3 directories higher, which is really strange because if Navi doesn't find the file, it should be gray. Why it would do that is totally beyond me, anyway, if you cannot fix it, you are welcome to contact me on MSN.

Posted: Mon Sep 29, 2008 11:17 pm
by ajs15822
Ooh, I think I can guess what is going on-- you see that the file path contains a pound sign ('#') as a prefix to the 'GameDevTools' token? I bet Gecko is interpreting the remaining string as an anchor and so it is giving you the directory listing of H:\Devel instead.

I'll make a note to fix this.

Posted: Mon Sep 29, 2008 11:21 pm
by Nauk
ajs15822 wrote:Ooh, I think I can guess what is going on-- you see that the file path contains a pound sign ('#') as a prefix to the 'GameDevTools' token? I bet Gecko is interpreting the remaining string as an anchor and so it is giving you the directory listing of H:\Devel instead.

I'll make a note to fix this.
Yeah that is very likely the cause. Thanks again for jumping in AJ - awesome support :).