Re: Indexed attributes and JS

2008-06-18 Thread [EMAIL PROTECTED]
Now when the stress of getting SP 1 out should be over, maybe I can
try to revive this question again.

Is the RS JS runtime module converting arrays properly now? Does the
GetR3SUBDIVA_Pointwise* methods actually return JS arrays of the
values? I have not yet taken the time to test this, and I would, in
this case, prefer a method that gets a single pointwise value for a
given point rather than getting the whole list. But, of course I can
live with an array as long as I can use it in JS.

Could someone give me an example JS snippet of how to extract the
pointwise colour of a point in an SDS object?

Best regards,
Fredrik Bergholtz


2008/1/8 [EMAIL PROTECTED] [EMAIL PROTECTED]:
 Hi, first of all, is this list still active?

 Since the GetR3SUBDIVA_Pointwise* methods defined in r3subdiv.js are
 clearlly missing the index parameter and look otherwise suspiscious, I
 tried the following code snippet to get the colour of point 25 of the
 currently selected SDS object:

 *
 layer = GetJS (CurrentProject.Geometrics);
 obj = layer.GETFIRSTSELECTED();

 colour = new r3Vect();
 index = 25;

 R3RM_GETINDEXED = 29;
 R3SUBDIVA_PointwiseColor = 1235536;
 DoA3 (obj.r3obj, R3RM_GETINDEXED, R3SUBDIVA_PointwiseColor,
 R3TID_INTEGER, 0, index, R3TID_INTEGER, 0, colour, R3TID_COLOR_RGB,
 0);

 //DoA3 (obj.r3obj, R3RM_GETINDEXED, R3SUBDIVA_PointwiseColor,
 R3TID_INTEGER, 0, index, R3TID_INTEGER, 0, colour, R3TID_VECTOR, 0);

 print (colour.x, , , colour.y, , , colour.z);
 ***
 Calling the DoA3 method gives me an error:

 Undefined Attribute
 1235:1235536
 (Error:r3root:93

 This indicates that there is no handler that acknowledges the
 R3SUBDIVA_PointwiseColor attribute, this sounds unlikely and I wonder,
 could the number have been incorrectly entered in the js-file? I
 could, of course check this out by having a plugin report the value of
 the true attribute identifier, but I am too lazy to do that right now.

 Should I not be able to do this from JS?

 Regards,
 Fredrik Bergholtz

 P.S.
 The colour type documentation, and perhaps even implementation, seems
 to be non-existent, can you verify this? The r3color.js states that
 the color class is built-in to the RS JavaScript library, but
 searching the r3js.dll for appropriate text strings yields no
 satisfactory results. The r3Vect class, however, is frequently found.
 The documentation also shows the r3Vect class along with some other,
 but the colour classes are not mentioned in the documentation.



re: [BUG] RendD, RendW (...) always crash

2008-04-15 Thread [EMAIL PROTECTED]
Hi Jan,

Did you have any of my plugin installed (E.g RealMoca,
SkinManager)?

If yes, try to remove them temporarly and see if the problem
persist.

If you don't get crashes without them let me know and I will
try to fix those bug as a fast as possible.

Best Regards,

Carlo Lanzotti

 Hi,
 
 when I try to run RendD.exe or RendW.exe, the program
 always crashes... and for the photorealistic contest I
 need another CPU to avoid too long rendertimes and to have
 the opportunity to do more testrenderings... so I wanted
 to use another PC in my LAN ...
 
 But those clients are pretty useless!!
 
 I'm using Realsoft V6 (32) on WinXP Pro.
 Last time I did network rendering, everything worked fine
 .. using V5
 
 Do you have the same problems? does anyone know how to
 solve this?
 
 lg,
 Jan
 


Re: contest site down

2008-04-14 Thread [EMAIL PROTECTED]
Aww, sad news indeed. I hope that you will be able to set something
else up. I admit that I haven't been very active lately, but the forum
was always my favourite RS site.

Regards,
Fredrik


On 14/04/2008, mailinglist [EMAIL PROTECTED] wrote:
 Hi,
  very bad news for all Realsoft 3D Image Contest and Forum users. Today my
 provider closed all my websites because they were steadily hacked from
 www.3ddart.org . I got daily about 10 mails from the postnuke system that
 there were attacks www.3ddart.org but there were no patches for the forum
 system (pnphpbb2) which seemed to be the worst concerning security. This is
 now the end of the contest site at least postnuke based. I don't know where
 to take the time to build up something new atm. When the I got my access
 back I'll upload a homepage telling that it's gone. At least I'll install a
 new gallery system at the following weekend hopefully.
  Sorry ... don't know what to write else. I'm very sad :°(

  Boris




Re: Happy birthday... (quite off topic here)

2007-11-16 Thread [EMAIL PROTECTED]
Might as well admit that I walked the same path. After dad built his
own computer around 1982 I was hooked and when he later got a C64 I
was digging myself into BASIC and 6510 assembler. Then A500, then
A4000, then I cracked and got a PC. :(

Fredrik



On 16/11/2007, Russell Jones [EMAIL PROTECTED] wrote:
 Ah... the good 'ol C64. Fond memories. I got started in programming with it
 (Had Simon's Basic and Commodore's own 'Super Expander 64' - Built in Basic
 was sorely lacking). I, too, didn't really get into graphics until I got
 my Amiga 1000 (then 500, then 1200...). Real 3D version 2.something. As I
 recall, didn't Vesa get started on the C64 as well? Like some test renders
 or something (raytracing...On the C64!)?

 Anyway, as a programmer I'm amazed at how much could be done with so little
 (because you HAD to!). 1.02Mhz and 64k RAM (much less actually available
 most of the time), 4 colors (well, 3 plus transparent) out of 16 and 'only'
 3 channels of sound... But oh, what sound could come out of that lovely SID
 chip... sigh

 Anyway, happy birthday, Commodore 64! Too bad your parents (Commodore)
 didn't know their a**es from a hole in the ground when it came to promoting
 you and your siblings (Amiga
 500/1000/1200/2000/2500/3000/4000/CDTV/CD32)sigh again.

 Russell
 - Original Message -
 Wrom: SWZIDREXCAXZOWCONEUQZAAFXISHJEXXIMQZUIV
 To: user-list@light.realsoft3d.com
 Sent: Wednesday, November 14, 2007 12:50 PM
 Subject: Happy birthday... (quite off topic here)


  ...to Commodore C64, the place it probably started for some of us.
  According to the news it is today precicely 25 years since the first
  Commodore C64 hit the stores.
 
  Time is precious, and getting aware that 25 years has passed since it
  all began, I guess I'm getting kind of into a hurry :-) God I feel old,
  LOL!
 
  Just curious , how any of you guys started out on this machine, and what
  did you use it for? Myself I got one when it was fairly new, and
  immediately started coding in basic, which evolved into machinecode
  using the Edna cartrigde (had some others I don't remember the name of).
  I was also into music and a little graphics, but my real interrest for
  graphics didn't come until I got the Amiga 500.
 
  Yes, I'm still lurking around, but haven't had the oppurtunity to do
  anything real in ages.
 
  Regards
  Karl R
 
  This e-mail and any attachment are confidential and may be privileged or
  otherwise protected from disclosure. It is solely intended for the
  person(s) named above. If you are not the intended recipient, any reading,
  use, disclosure, copying or distribution of all or parts of this e-mail or
  associated attachments is strictly prohibited. If you are not an intended
  recipient, please notify the sender immediately by replying to this
  message or by telephone and delete this email and any attachments
  permanently from your system.
 
 
 
 
 
  --
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.503 / Virus Database: 269.15.33/1133 - Release Date:
  11/15/2007 8:57 PM
 
 




Re: DNA - test

2007-09-15 Thread [EMAIL PROTECTED]
Wow, that is an excellent picture! Keep up the great work!

Regards,
Fredrik Bergholtz


On 15/09/2007, Jan Schmitz [EMAIL PROTECTED] wrote:
 Hi,

 I'm really interested in biology and we're talking about DNA at the moment
 (in school). I tried to rebuild the characteristic DNA structure ( ger.
 Doppelhelix).
 I used bt3d's great microscope shader :)

 the DNA is not very realistic, between the bases should be nothing but
 hydrogen bridges... but I tried to fake an EM look.

 here is the link:
  http://img120.imageshack.us/img120/614/test1pbr2.jpg

 comments and critics are welcome!

 Best gegards,
 nice weekend

 Jan

 --
 Jan Schmitz
 Im Hahn 22
 59846 Sundern
  http://janschmitz.com


Re: Skeleton collision detection

2007-08-16 Thread [EMAIL PROTECTED]
Hi!

Here and working hard for the release ;-)

Regards,

Carlo

 Hi Mark
 
 Talking of Dynatomics. I have emailed Carlo for an update
 a few times, but have had no response. All his weblinks
 seem dead, I can find no info.
 
 Chris Sellars
 Morsel Animation
 
 - Original Message -
 From: Mark Heuymans [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Friday, August 17, 2007 12:23 AM
 Subject: Re: Skeleton collision detection
 
 
  At 01:02 16-8-2007, you wrote:
  Hi Stefan,
  
  Unfortunately this does not produce the effect I am
 looking for. The grass
  should not stretch, it should just bend as objects or
  forces hit it. This is why I was going to use nurbs
 curves mapped to skeletons. However I
  have not been able so far to get the skeletons to react
  to the simulation system. If I create sub groups for
  the skeleton points, they just produce unrecognised tag
  errors when used in a simulation. 
  Any more ideas from anyone ?
  
  
  Thanks,
  
  Chris
 
 
  Maybe Dynatomics could do this (but it's not available
  yet). I think it will enable you to turn the body that's
  controlled by the skeleton into a collision object, and
  collide that with the grass that has its 'roots' (lowest
  two points of the curve) fixed, correct me if I'm wrong
 Carlo. 
  And then, there are some additional questions:
  - how does the Interpolator behave in animation?
  - a lot of grass is needed, can the system handle it?
 Can YOU handle it? ;)
  - and then there's Chrono: very fast and accurate with
  collision detection; I'm just starting to learn it, who
  knows what it's capable of... but I don't think it was
 designed to handle this kind of dynamics (??)
 
 
  It's quite a challenge, just my 2 cts, good luck!
 
  -Mark H
 
 
 
  --
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.484 / Virus Database: 269.11.19/955 -
 Release Date: 15/08/2007 16:55
 
 
 


Re: Script to make curve.

2007-07-27 Thread [EMAIL PROTECTED]
Hi, I have not looked at the script, but this error sounds a lot like
the good old function name truncation problem in the .js base files.I
do not remember if this particular funtion is listed on the script bug
report page on the wiki and I am too lazy to check. Sorry. :)

Regards,
Fredrik Bergholtz


On 26/07/07, Beg-inner [EMAIL PROTECTED] wrote:
 Hi K-UDA..

 Seems like a very cool and nice script.. !
 Thx for sharing it ...!

 It dont work here though...
 This error comes up when I click the 'Create Curve' button..

 CURVE_GEN_001.JS:174
 TypeError hairpice_sds_2.FACESTOTRIANGLES is not a Function
 Error:r3mainw:8013

 Take Care
 Best Regards
 Stefan Gustafsson ( Beg-inner )
 A Proud Owner and User of Real3D and Realsoft3D..

 - Original Message -
 Wrom: RZFSQHYUCDDJBLVLMHAALPTCXLYRWTQTIPWI
 To: user-list@light.realsoft3d.com
 Sent: Wednesday, July 25, 2007 3:32 PM
 Subject: Script to make curve.


  Hello List.
  I wrote a script to create a curve. This script creates the nurbs curve on
  the chosen SDS surface.
  I wish this script helps the work of your modeling.
  Download from the following page.
  http://www2s.biglobe.ne.jp/~k-uda/INDEX-S1.htm
  The simple direction for uses.
  1.Select the SDS surface. 2.Click Create curve button. 3.Select the
  nurbs curve in the SelectWindow. 4.Click Bend curve button. Best
  regards,
  K-UDA
 
 
 
  --
  No virus found in this incoming message.
  Checked by AVG Free Edition. Version: 7.5.476 / Virus Database:
  269.10.11/909 - Release Date: 7/20/2007 4:39 PM
 
 




Re: Second Life Issue: Having a RGB-output representing UV-space´s XYZ

2007-05-25 Thread [EMAIL PROTECTED]

Lol, as soon as I found out about the upgrade of SL I thought about
this myself. Unfortunately, I never had time to really think before I
was, once again, lost inside. However, I do think that this shouldn't
be too difficult and I will try something when I manage to re-surface.
If anyone else is willing to make an attempt - I would be happy. :)

Regards,
Fredrik Bergholtz

On 24/05/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

Hello,

I have a question. Can anybody tell me an easy way to convert the uv-space
of a mesh into an TGA-output in which RGB represents XYZ of the mesh?

Thank you for your answer!
Albert

--
GMX FreeMail: 1 GB Postfach, 5 E-Mail-Adressen, 10 Free SMS.
Alle Infos und kostenlose Anmeldung: http://www.gmx.net/de/go/freemail



Re: L-System Iterator

2007-04-23 Thread [EMAIL PROTECTED]

Charles, just download the attachment under the picture in the post at
the Image Contest site. You may have to scroll a bit to the side in
order to see the download link - the picture is a bit wide. :)

Regards,
Fredrik Bergholtz


On 23/04/07, Charles R. Henry [EMAIL PROTECTED] wrote:

Hi Fredrik,
Where is the zip archive for the L-System Iterator.  This is interesting to
me and I'd like to
give it a try.

I'm not familiar with the Forum.
Thanks, Chuck Henry

- Original Message -
Wrom: LSZLKBRNVWWCUFPEGA
To: user-list@light.realsoft3d.com
Sent: Sunday, April 22, 2007 5:37 PM
Subject: L-System Iterator


 Hi, from a discussion about plants in the IRC channel I was inspired
 to start working on an L-System iterator script. I have posted the
 first version of this script here:

 http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=967

 Enjoy,
 Fredrik Bergholtz




L-System Iterator

2007-04-22 Thread [EMAIL PROTECTED]

Hi, from a discussion about plants in the IRC channel I was inspired
to start working on an L-System iterator script. I have posted the
first version of this script here:

http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=967

Enjoy,
Fredrik Bergholtz


Re: exporter

2007-04-06 Thread [EMAIL PROTECTED]

I am afraid that you have to be a bit more specific than that - there
are at least two ways of creating add-on modules for RS, either one
can use the Javascript interface or one can use the C interface. The
approaches are somewhat different and in order to respond to your
question, it is also important to know your level - if you already
know how to make RS plugins, the process of making object model
plugins, as in import/export of geometry models, is simple, but if you
are just learning C, the learning process is a bit more complicated.

Regards,
Fredrik Bergholtz


On 06/04/07, Alasdair [EMAIL PROTECTED] wrote:



How do I go about creating an export module for rs3d?


Alasdair Whyte
www.digitalmystic.co.uk



Re: Array handling in JS

2007-03-28 Thread [EMAIL PROTECTED]

I fear that the problem is bigger than just R3MATPRPA_InputTypes, I
admit that I have not explicitly tested all of these, but I think that
none of the attributes that are of array type works properly in JS.
Here are some examples:

* r3prim.GetPointsSelection()  (R3PRIMA_PointsSelection)
* r3prim.GetPoints() (R3PRIMA_Points)
* r3subdiv.GetPoints() (R3SUBDIVA_Points)
* r3subdiv.GetWeights() (R3SUBDIVA_Weights)
* r3subdiv.GetUVCoords() (R3SUBDIVA_UVCoords)

Some array attributes are not available at all from JS, for example:

* R3SUBDIVA_Faces
* R3SUBDIVA_FaceSelection
* R3SUBDIVA_EdgeSelection
* R3SUBDIVA_VertexSelection
* R3SUBDIVA_HiddenFaces
* R3SUBDIVA_SmoothVertices
* R3SUBDIVA_HiddenUVFaces

In case of R3SUBDIVA_Faces, I assume that the fact that the struct
r3subdivface is not defined in JS, at least not in v4.5, explains it,
but I do think that something is up with the array conversion between
the SDK and JS.

Regards,
Fredrik Bergholtz

On 28/03/07, Vesa Meskanen [EMAIL PROTECTED] wrote:

Hi,

 I'd assume they read this list :)

Yes we do. The bug appears to be in the discussed R3MATPRPA_InputTypes
attribute handling. It is unusual and the standard JS approach does not
handle it properly. We plan to fix this in future versions.

Kind regards,
Vesa




Re: Array handling in JS

2007-03-25 Thread [EMAIL PROTECTED]

Sigh, since my email foilter obviously failed, I might as well respond
to this in an attempt to lay the issue to rest and get this thread
back on topic.

The scripts folder contains the headers needed to support various
scripting languages. The contents of the subfolders is the glue
between the RS SDK and the scripting language in question. The files
in scripts/js define javascript classes for most of the RS SDK classes
and that is all they do. The folder scripts/js/myclasses does indeed
contain examples, but examples of how you create your own classes that
inherit from RS SDK classes. This means that these examples are
intented to show how you can extend RS with new object types,
construction tools, etc. If you ever need to understand the files in
the scripts folder, that means that you have reached the very top of
RS extension. Unless, of course, you are just blindly following the
instructions given to correct some RS javascript bugs of which there
are several examples on the RS wiki.

The content of that scripts/js folder is only helpful for changing, or
understanding in detail, how the javascript interface to the RS SDK is
realised.

I know that you deliberately do not understand anything I say, but
trust me, if you don't understand the contents of the folder or what I
just posted, just ignore this folder - it won't help you in any way.

Regards,
Fredrik Bergholtz

On 25/03/07, studio [EMAIL PROTECTED] wrote:

 Garry,
 Nice for advertising: the greatest 3D Chinese puzzle ever made, LOL
 I have no clue about all this new undocumented stuff you discovered...
 cheers again,
 Mark


Whoa , hang on :

  I didn't say I had discovered _Any_ undocumented stuff . What I
said (Re-Repeat Mode/ON) was that I had stumbled upon  a folder
(realsoft3D/scripts/js) that contained ~3000 javascript files ,
but there were no clues anywhere as to what the purpose of all
these files were ; system , bonus , time travel ... or otherwise.

  I started a thread on March/10/07 about it , but no replies ,
except for one that didn't sound all that convincing a summary
about the source or destination of these files , to me .

  As I said in my very recent reply to you , yes , RS does
sometimes have undocumented tools , and many more poorly doc-
umented tools , so therefore my curiosity about all these
interesting javascript files in that folder (whew!) .

Anyway , cheers

studio



- Original Message -



 Not a useful tip but anyway... I had this array problem when working with
 RPL in V3 ( a long time ago) for a fractal generator.
 I had to dig through a huge forth manual to find the solution: CREATE and
 DOES were present in Real's RPL but completely undocumented!
 -Mark H

 Hi Mark :

  Hey , I think that is a very useful tip ! Guys like you and
 I and many others who have been around for over 10 years know
 all about the possibility of undocumented features inside RS ,
 the greatest 3D Chinese puzzle ever made (you were on the RPL
 list too , if I'm not mistaken) .




Re: Lost Password

2007-01-09 Thread [EMAIL PROTECTED]

Very strange. The template should work for v5+, could you be more
specific about what happens? Does RS give you any error messages?

Regards,
Fredrik Bergholtz

P.S. It is also, odd that you can't get your pasword or at least reset
it. Talk to Boris and he'll fix it. :)

On 09/01/07, Neil Cooke [EMAIL PROTECTED] wrote:



Hi Zaug and FreBer,

Sorry but I cant get back into the Forum discussion about that CGSphere due
to being unable to retrieve a password or register or anything.

The RS version 5.1 SP3 except Vesa sorted a problem out for me a while back
and the version will be slightly ahead of 5.1 I guess, and the the OS is XP.

Neil Cooke

www.neico.co.nz
0274-872437


Re: Lost Password

2007-01-09 Thread [EMAIL PROTECTED]

Cool, I look forward to seing your entry.

Regards,
Fredrik Bergholtz


On 09/01/07, Neil Cooke [EMAIL PROTECTED] wrote:

Hi Fredrik,

Sorry to trouble you. I have now opened the file successfully in my older
5.1 SP3. It seems there might be some issue with the particular version I
first used. So I will drop a sphere I have into the frame and post it to the
cgsphere folk.

Also I got the password working without having to bother Boris.

Thanks for your concern.

Neil Cooke

- Original Message -
Wrom: FGGMEPYOQKEDOTWFAO
To: user-list@light.realsoft3d.com
Sent: Wednesday, January 10, 2007 1:07 AM
Subject: Re: Lost Password


 Very strange. The template should work for v5+, could you be more
 specific about what happens? Does RS give you any error messages?

 Regards,
 Fredrik Bergholtz

 P.S. It is also, odd that you can't get your pasword or at least reset
 it. Talk to Boris and he'll fix it. :)

 On 09/01/07, Neil Cooke [EMAIL PROTECTED] wrote:


 Hi Zaug and FreBer,

 Sorry but I cant get back into the Forum discussion about that CGSphere
 due
 to being unable to retrieve a password or register or anything.

 The RS version 5.1 SP3 except Vesa sorted a problem out for me a while
 back
 and the version will be slightly ahead of 5.1 I guess, and the the OS is
 XP.

 Neil Cooke

 www.neico.co.nz
 0274-872437




Re: test

2006-12-02 Thread [EMAIL PROTECTED]

Yes? :)

On 02/12/06, alasdair [EMAIL PROTECTED] wrote:



Am I being recieved yet?


Alasdair
www.digitalmystic.co.uk



Re: displacement animation

2006-11-07 Thread [EMAIL PROTECTED]

Wow, that is just awesome. Lovely animation, keep up the good work!
/F

On 07/11/06, Mark Heuymans [EMAIL PROTECTED] wrote:


OK, here's the result:
http://www.xs4all.nl/~ath8n0r/div/landdispl02.avi
latest Xvid codec, 5.3 MB

It's an old project revisited, actually just a little WIP that got
out of hand: setting the animation stuff took just half an hour or so
but the rendering more than 24 hours. Bump height is animated,
increasing towards the end and also increasing render times ;) but it
ended up ok.


-Mark H




Re: Creating a Lamborghini Murcielago

2006-09-30 Thread [EMAIL PROTECTED]

...and there are links to that and other offsite tutorials in this
article also: http://rs3dwiki.the-final.info/index.php?title=Offsite_Tutorials
I see that nobody continued to add tutorials to that page, maybe that
is an indication of people not liking the idea. However, if that isn't
the reason, I re-iterate my request for this page to become a resource
for finding every RS tutorial there is, please add all tutorials you
know of to this page. If categorisation proves useful, we can easily
add that.

Regards,
Fredrik Bergholtz


On 30/09/06, Neil Cooke [EMAIL PROTECTED] wrote:

Top work Robert and Stefan ... should be in 3DWorld mag too.

Just to remind folk that there is a link to a 261 page pdf of this tutorial
under sds modelling in the Wiki.

Thanks again

Neil Cooke

- Original Message -
Wrom: KEDOTWFAOBUZXUWLSZLKBRNVWWCUFPEGAUTFJMVRESKPNK
To: User-List user-list@light.realsoft3d.com
Sent: Saturday, September 30, 2006 5:02 AM
Subject: FW: Creating a Lamborghini Murcielago


 Hi All,

 FYI: We have some extra publcity for Realsoft3D!
 The Lamborghini tutorial has now been posted at 3dm3.com by the site
admin,
 Stryker :D

 Here: http://www.3dm3.com/tutorials/realsoft3d/car/

 Best regards, Robert






Re: Operating system bashing

2006-09-22 Thread [EMAIL PROTECTED]
 The amiga workbench and the os of the
AtariSTwere just fine.

And in what way were these different? I can't speak for the Atari, but the Amiga OS definately contained the interface components, the library was called Intuition if you don't remember. And there are lots of benefits in having common implementations and thus interpretations of the desktop metaphor. Of course, in the linux world it might have gone a bit out of control - a good thing with standards is that there are so many to choose from. :p
Regards,Fredrik BergholtzOn 22/09/06, 
Jean-Sebastien Perron [EMAIL PROTECTED] wrote:





















Thankyou everyone, You made me realized
that Linux is not an alternative. It's too much complicated for a lazy guy
like me.

Id' rather give 400$ to Microsoft.

An operating is supposed to:

-Manage Drivers and Hardware

-Manage Files on Disk

-Manage cpu task and memory

Only that and nothing else. It's
simple. No update needed every years. No SUPER User Interface Tool and
services.

Each software should do It's own
interface like the good old time.

The OS should be totally invisible all the
time, only the software are important. Nothing else.

The videogame console model is perfect,
you never see any operating system behind.

Instead we are stuck with Windows, MacOSX,
Linux : They all fail to deliver the basic needs.

The amiga workbench and the os of the
AtariST were just fine.

The star is not the Operating system but
the application you start with them.

Note : With operating system managing the
user interface of all applications, All the User Interface of all software look
the same, so sad.

Jean-Sebastien Perron









De:

[EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED]] De la part de Russell
Jones
Envoyé: Thursday, September
21, 2006 8:20 PM
À: user-list@light.realsoft3d.com
Objet: Re: What is the best
LINUX distribution would you recommand for realsoft?







This
is why Linux is not yet embraced by the mainstream: Large differences in
supported features, hardware, etc. I'm surprised the Linux community hasn't
established a minimum Linux standard that software manufacturers can write
for...or maybe they have but no one knows about it? Something along the lines
of MSX for the PC, which, although failed miserably to gain a user base (at
least in the US),
at least offered a 'minimum standard' for software companies to write for.











I'd
like to see Linux succeed, but they have to do much better than they are.











Russell









- Original Message - 






From: 
Marc Michael 





To:
 
ShaddamIV 





Sent:

Thursday, September 21, 2006 7:16 PM





Subject:
 Re: What is the best LINUX distribution would you recommand for
realsoft?









Hallo ShaddamIV,






 
  

  

  
  

  What is the best LINUX distribution would
  you recommand for realsoft?
  
  Jean-Sebastien Perron

  
www.neuroworld.ws
  
  
 






I have installed Realsoft3D on SuSE and
Debian. At work I've installed Ubuntu. Ubuntu is based on Debian. Ubuntu is
focussed on the graphical desktop user. Very easy to install. You insert the
CD, boot into the live system, play around and then simply choose from the menu
Install on HD. Nice thing.



In my experience Realsoft3D doesn't need
special features of the distribution. So, all Linux Distributions should work.
There are three things which needs further investment. First is the GUI
library. RS3D need the original Motif-Libs. As I installed it on a Debian Box,
I simply copied the binary lib from a SuSE Box. It simply works. An important
point is the window manager. RS3D uses extremely the left Alt-Key. But under
X11, the left Alt-Key is traditionaly used for manipulating windows. I use
BlackBox. BlackBox has the nice feature that I can simply press the
Scroll-Lock-Key and the left Alt-Key will be directly routed to the
application. That's a nice feature. Another point is the hardware-acceleration
of OpenGL. There I have no experience. Ati and Nvidia provide more or less closes
source driver for their cards. As I've heard, it's not so hard to install an
Nvidia-Card.



The best advise on which
Linux-Distribution you should use is simply: Use the distribution your friend
uses.  ;-)



--


Viele Grüße,


Yogi Marc Michael








No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.12.6/453 - Release Date: 9/20/2006












Re: no wiki problem

2006-09-11 Thread [EMAIL PROTECTED]

No, you are correct, I think that only admins like myself and Matthias
may remove a page completely - the page we are talking about is still
there. Go to Special pages-All pages to see _all_ pages that are on
the wiki. If an admin completely removes a page, however, it won't
even appear here and the contents of the page will be lost forever.

As for extending the Recent Changes, you can do that yourself by
clicking the links at the top of the page. There you can increase the
number of changes to show and how old the changes may be. If the
numbers presented in there aren't enough, you can modify the URL
directly:

http://rs3dwiki.the-final.info/index.php?title=Special:Recentchangeslimit=500days=300

This will give you the latest 500 changes that are less than 300 days
old. I suppose that you can exchange 500 and 300 with any number,
within reason. If you don't want to type this in every time, you can
bookmark the URL in your browser for easy access.

If Matthias, as he is the only one with enough access, were to modify
the PHP code of the Mediawiki to add more links on that page, he would
make it more difficult to upgrade the wiki when that becomes
necessary. It is best to minimise the number of such modifications.

Regards,
Fredrik Bergholtz

P.S.
Note that, on the All pages page you can also easily see the
duplicate pages I was bitching about a long time ago. I think most of
the duplicates are sorted out, but some may still remain.

On 11/09/06, studio [EMAIL PROTECTED] wrote:

Hi Fredrik :

  Sorry , I thought only yourself had the means to comp-
letely remove a Wiki page . My sincerest apologies .

  You also make good points about the pro's  con's of
simply copying info into the Wiki from a site that is
in a constant state of being upgraded , without foll-
owing the S/W's Doc upgrade timetable .

Well , could we not extend the timeframe of the 'Recent
Changes' tool ? Not fair in my opinion to have an author
wondering who and what and why , without at least some
small info about the date thier efforts were wiped out .

  Of course in theory , anyone can log in and delete the
whole site at will , but still , it would be nice to see
a few more details concerning particular page histories ,
I think .

Best .

Garry
www.parkwild.com


 Who are these non-contributing administrators you speak of? The page
 wasn't removed by any administrator, contributing or otherwise.

 The wiki has mainly contained information about RS3D, not easily found
 in the official manual. The wiki was never intended to be a
 carbon-copy of the manual since that only raises unnecessary problems
 of maintaining consistency. Besides, what would be the point of having
 redundant information on the wiki?

 Now, to relate to the greeblez! page, the initial page was, in fact,
 the user-manual for Real Greeblez!. This was ok since, at that time,
 the script was shipped with no manual and there was no natural home
 for such a manual. This has changed, Real Greeblez! has a web site of
 it's own, this site is linked to from the image contest site and
 wikipedia. The Real Greeblez! script now ships with a manual and a
 tutorial that shows how to use the script. There is no need for
 copying the manual to the wiki, in fact, due to consistency problems,
 its presence on the wiki could, theoretically cause more damage than
 assistance. This means that the wiki can go back to be about things
 _not_ explicitly listed in the official manuals.

 If you want to make a tutorial about performing a specific task, that
 maybe nobody even thought about using Real Greeblez! for, feel free to
 make a new page for that. But I do not think that an outdated copy of
 the manual is helpful at all.

 As a final note, if you had taken the time to look at the page history
 you would have noticed that it was Zaug himself who removed the link
 to the page. And even though anyone can add and remove things from a
 wiki, I think that the author of the product has a little bit more
 than others to say about pages concerning his/her product.

 Regards,
 Fredrik Bergholtz

 On 07/09/06, studio [EMAIL PROTECTED] wrote:
   Oh my, Oww! That is a quite dated version; apparently composed prior to
   the complete rewrite/redesign and several additional small changes. It
   really should be removed if it is not to be updated. In my opinion that
   would be rather redundant as Real GreebleZ! has had proper, up to date,
   documentation since May; available at the source.
 
  http://rs3dwiki.the-final.info/index.php?title=Real_GreebleZ%21
 
  I looked for my page (above) on the wiki some time ago with the
  intention of updating it . Couldn't find it , so I gave up .
 
  If the page is that offensive , it could have easily been up-
  dated by deleting the nasty redundant content and add a link
  to http://www.catmtn.com/realgreeblez for-up-to-date-Doc's .
 
That's the whole idea behind the wiki impetus . Edit , add ,
  delete page content , modify ... perfect ! (verb

Re: no wiki problem

2006-09-07 Thread [EMAIL PROTECTED]

Who are these non-contributing administrators you speak of? The page
wasn't removed by any administrator, contributing or otherwise.

The wiki has mainly contained information about RS3D, not easily found
in the official manual. The wiki was never intended to be a
carbon-copy of the manual since that only raises unnecessary problems
of maintaining consistency. Besides, what would be the point of having
redundant information on the wiki?

Now, to relate to the greeblez! page, the initial page was, in fact,
the user-manual for Real Greeblez!. This was ok since, at that time,
the script was shipped with no manual and there was no natural home
for such a manual. This has changed, Real Greeblez! has a web site of
it's own, this site is linked to from the image contest site and
wikipedia. The Real Greeblez! script now ships with a manual and a
tutorial that shows how to use the script. There is no need for
copying the manual to the wiki, in fact, due to consistency problems,
its presence on the wiki could, theoretically cause more damage than
assistance. This means that the wiki can go back to be about things
_not_ explicitly listed in the official manuals.

If you want to make a tutorial about performing a specific task, that
maybe nobody even thought about using Real Greeblez! for, feel free to
make a new page for that. But I do not think that an outdated copy of
the manual is helpful at all.

As a final note, if you had taken the time to look at the page history
you would have noticed that it was Zaug himself who removed the link
to the page. And even though anyone can add and remove things from a
wiki, I think that the author of the product has a little bit more
than others to say about pages concerning his/her product.

Regards,
Fredrik Bergholtz

On 07/09/06, studio [EMAIL PROTECTED] wrote:

 Oh my, Oww! That is a quite dated version; apparently composed prior to
 the complete rewrite/redesign and several additional small changes. It
 really should be removed if it is not to be updated. In my opinion that
 would be rather redundant as Real GreebleZ! has had proper, up to date,
 documentation since May; available at the source.

http://rs3dwiki.the-final.info/index.php?title=Real_GreebleZ%21

I looked for my page (above) on the wiki some time ago with the
intention of updating it . Couldn't find it , so I gave up .

If the page is that offensive , it could have easily been up-
dated by deleting the nasty redundant content and add a link
to http://www.catmtn.com/realgreeblez for-up-to-date-Doc's .

  That's the whole idea behind the wiki impetus . Edit , add ,
delete page content , modify ... perfect ! (verb) . It was not
designed to give non-contributing administrators an opportunity
to decide what should be and what should not .

Oh well , such is life , n'est pas ?

 Zaug

Garry




Re: Changing color of multiple ojects at once?

2006-06-30 Thread [EMAIL PROTECTED]

You can also build a set of plugins that will allow you to make and
maintain paintjob schemes. As in, let a special kind of SDS object
keep track of what index in the current paintjob, al list of
materials, every face has. Then you can change the paintjob easily.

No, this reply was not serious, but this is, in fact, what I am working on. :)

I don't think that my plugins would be of any use for your situation,
this is the way the in-game models for Midtown Madness 2 works and I
am making tools for such object files.

Regards,
Fredrik Bergholtz


On 30/06/06, Matthew Hagerty [EMAIL PROTECTED] wrote:

Thank you all for the suggestions, I think I can make something work
now.  Neil's makes the most sense to my brain, so I'll give it a try
first, but I'm certainly going to experiment with everyone's suggestions
if only to better understand the software.

Neil, those images are incredible!  Care to share with us how you manage
such a large scene?  Do you model parts individually and pull them into
a master scene?  I seem to always model and set up my scene in the same
file, probably because Realsoft does not separate the modeler from the
scene/renderer/animator like many other packages (not that it's bad,
just different.)  But then again, I've never made a scene as complex as
the one you linked to below.

Matthew


Neil Cooke wrote:
 In case this helps ... maybe copy the color material from the constant
 folder in the materials library and rename it color1, copy again and call it
 color2 etc. ... grab all things that must stay black for example and assign
 them color1, etc. I use this system to create slightly different coloured
 stoneworks in the link below ... the exaggerated colour image is used for
 checking what parts I have assigned etc. Go to the fourth and fifth rows of
 images down on this page:

 http://www.neico.co.nz/3d/neico0601.html

 I don't know about animating this since I have never needed to look into it.

 I use that constant/color material a lot.

 Neil Cooke

 - Original Message -
 Wrom: EGAUTFJMVRESKPNKMBIPBARHDMNNSKVFVWRKJVZCMHVIB
 To: user-list@light.realsoft3d.com
 Sent: Friday, June 30, 2006 5:42 PM
 Subject: Re: Changing color of multiple ojects at once?



 Hi Matthew,

 What's with a identifier or a user defined channel,
 and a material with if statement?

 Matthias


 - Original Message -
 Wrom: GDADRZFSQHYUCDDJBLVLMHAALPTCXLYRWTQTIPWIGY
 To: user-list@light.realsoft3d.com
 Sent: Friday, June 30, 2006 12:48 AM
 Subject: Re: Changing color of multiple ojects at once?



 Vesa Meskanen wrote:

 Hello


 I'm not sure how to map to the scene and where do I find the
 Map2Obj tool?  Also, I guess I'm missing how this will let me quickly
 change the color of the various objects of the model that represent
 the model's color?

 Sorry! My reply was apparently aimed at users who already knew how to
 change the colors using map2obj.

 The method I described has the following idea: you create a material
 (texture map etc). which defines the colors. Material defined color is
 then converted to object colors. After that, objects can be animated
 and the color will not change. Using this principle, one can color
 thousands of objects in a couple of minutes 'automatically'. I am no
 longer sure if this is what you wanted.


 Let me try to explain another way.  I have a model, a lightcycle
 inspired from the movie TRON.  The model has about 60 or so objects that
 make it up.  Some of objects, like the main body, tires, etc. are a
 color such that you would say that lightcycle is blue, or yellow, or
 red, etc..  Now, there are also parts of the lightcycle that are always
 going to be white, some that are black, some that have materials, etc..

 So, to change the color of the lightcycle, I currently have to either
 multi-select or individually select each of about 35+ objects and set
 the color.  I was wondering if there was some way to assign a tag of
 some sort, or group the objects that make up the those that define the
 color of the lightcycle, and change them all at once instead of
 individually or multi-selecting all 35+ objects every time.

 Matthew










Re: Some WIP

2006-05-29 Thread [EMAIL PROTECTED]

Very nice indeed. Isn't it lovely what all those hours of blood sweat,
tears and blood can do? Did I mention the blood?

Regards,
Fredrik Bergholtz


On 28/05/06, Zaug [EMAIL PROTECTED] wrote:

Nothing too amazing, but getting closer to what I was inspired by, when
I began working on the script:
http://www.catmtn.com/images/renders/real_greeblez-13.jpg

Zaug

--
My love of the  halfling's leaf has clearly slowed my mind.
|8?o






Re: New anim under construction

2006-05-28 Thread [EMAIL PROTECTED]

Ahh... Longbottom leaf... Nice experiment, I am looking forward for more. ;)

Regards,
Fredrik Bergholtz


On 28/05/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:

Hi Zaug

It's an experiment for a larger work.
The first test to see if the planned real snail anim can be done.

The idea came up after some really fine halfing's leaf ;-)
and a magazines title picture (Nature ... uuups, title forgotten )
(+ a friends joke about my speed on the soccerfield, which was
not as high as ... at this day.)

Matthias


- Original Message -
Wrom: BXFGGMEPYOQKEDOTWFAOBUZX
To: user-list@light.realsoft3d.com
Sent: Sunday, May 28, 2006 1:23 PM
Subject: Re: New anim under construction


 Good work Matthias  :) Is this just an experiment or is this going to be
 part of a larger work?

 Matthias Kappenberg wrote:
  Hi all,
 
  have a look here, if you like (running snail under construction):
 
  http://www.matthias-kappenberg.de/index.php?id=149
 
  Matthias
 
 
 Zaug

 --
 My love of the  halfling's leaf has clearly slowed my mind.
 |8?o







Re: RS Char Anim Tuts....WAS Re: 100 US$ Revolution4D service pack3 V6 news !

2006-05-25 Thread [EMAIL PROTECTED]

Hi, Stefan. To me this sounds like an excellent choice, and I think
that the RS wiki would be a great platform for it. There you could
also, easily, get assistance from others if you like, help concerning
proof-reading, sample pictures or even subject matter. In my opinion
this is just what the wiki is for - if you start off the tutorial, it
will get finished regardless of your personal circumstances. Even if
you can't find the energy to go all the way, and I know this kind of
work requires a lot of energy, I am sure that the community would
greatly appreciate your work and happily expand on it.

Kind regards,
Fredrik Bergholtz

On 25/05/06, Beg-inner [EMAIL PROTECTED] wrote:

Hi Garry and all..

Well I feel really bad that I just dont have had the energy or the peace in
my life to get going with my planned Tuts on Char Anim =(..
I feel even more sad, when seeing how much ppl on the list really seems to
want to get going in just Char Anim..

Much can already be done in RS without having to wait for V6 and some
plugins..

I have thought of changing my strategy in my plans for my tuts.. I dont know
if that will help me to finish them earlier or make me even to complete them
at all..
But I think I have a better chance to release them, if just doing them in
parts, and release each part in Beta stage of them as they get at least
Useable..
Then later on IF it gets completed, then I can polish them up and finalize
them into one bigger tut..

Well I can´t promise a thing, since I dont know what life has in store for
me.. so I really can´t plan anything.. =(
But I will at least try...and we´ll see how far that takes me..

Btw..
For me money isnt at all the question, since I really dont care about money,
as long as I just have enough to just survive and maybe slightly more, to
not only keep my nose above the waterline...

I do all things I do, just for the fun of it, and I also feel very good
whenever I can help someone, no matter if its in RS, computer stuff in
general or things in real life...!

Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..


   It appears it is not the RS development team that has been
 sleeping . If only we could light a small fire under the
 fat asses of those who have mastered some of the character
 animation tools and polygonal modeling tools in an effort to
 get them to post tutorials .

  Is it money you want ? How much ? How soon ? How often ?

 TIA .

 studio
 www.niagara.com/~studio
 www.studiodynamics.net










VSL: Testing an image for an alpha channel

2006-04-29 Thread [EMAIL PROTECTED]

Hi, is it possible to test for the prescence of an alpha channel in a
given image map inside a VSL material?

Something like:

Surface properties
{
  do stuff

  if (image has alpha)
  {
   Apply alpha channel of image to surface transparency
  }
}

I want to use the same structure of the VSL material for all my
objects to let users simply change the possible parameters that match
the in-game material properties without having to modify the actual
VSL code.

Regards,
Fredrik Bergholtz



Re: Testing an image for an alpha channel

2006-04-29 Thread [EMAIL PROTECTED]

Oh, I think that my description may not have been fully clear. (Bad
pun, sorry :) )

I do all this, the thing is that I want to be able to use the same
material even if the actual image map has no alpha channel. When I try
this, loading an image map with no alpha channel, the bindings get
messed up and the red channel will be sent to transparency. This is
what I want to avoid. Think of it like a special kind of material, I
want to set up a bunch of user editable attributes, one of which is an
image map. If this image map contains an alpha channel, that would be
sent to transparency, but if it doesn't have an alpha channel,
transparency won't be affected by the material.

What I want is to make sure that the last three VSL objects in the
material shown in the attached image are only evaluated if the image
has an alpha channel.

Regards,
Fredrik Bergholtz


On 29/04/06, David Coombes [EMAIL PROTECTED] wrote:

Yes, you can do that, but you're thinking about it wrong. What you want to
do is output to the surface transparency the value held in an images Alpha
channel.

In your Surface Properties shader add a Texture object.
Load your texture with Alpha channel.
Set the output of the texture object (In/Out tab) to Surface:Transparency
In the Bindings tab, click the Edit checkbox and set the bindings so the
Transparency's RG and B channels (destination) are set from the source
image's A channel

At this point I'll mention I can't actually do this because RS's window is
busted and has been as long as I've known the software. When I click Edit
Binding the Source panel extends to below the bottom of the window and I see
no destination panel. No amount of opening and closing  windows and panels
and Ctrl left right shift click and dragging will expose the rest of the
interface for me. The way panels auto scale and such I've always found
awkward as they invariably produce a window far longer than my 768 pixel
height display, and often don't terminate at the bottom of the window
anyway.

Anyway, what you are doing is selecting a picture that has Red, Green, Blue
and Alpha components, and saying 'For each pixel, take the images Alpha
value and set that as the transparency value of the Red, Green and Blue
colour components of the surface.' You can just as easily create a black and
white image and set the value of surface transparency to the red component
of the image, using it as a mask.

David Coombes
[EMAIL PROTECTED]

...
- Original Message -
From: [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Saturday, April 29, 2006 11:56 AM
Subject: VSL: Testing an image for an alpha channel


 Hi, is it possible to test for the prescence of an alpha channel in a
 given image map inside a VSL material?

 Something like:

 Surface properties
 {
do stuff

if (image has alpha)
{
 Apply alpha channel of image to surface transparency
}
 }

 I want to use the same structure of the VSL material for all my
 objects to let users simply change the possible parameters that match
 the in-game material properties without having to modify the actual
 VSL code.

 Regards,
 Fredrik Bergholtz





vsl.png
Description: PNG image


Re: Testing an image for an alpha channel

2006-04-29 Thread [EMAIL PROTECTED]

On further investigation, this only seems to happen when the material
is created - if the channel that I bind doesn't exist in the original
image map, RS chooses the R channel for some reason.

If the material that initially gets assignes to the Texture object
has an alpha channel, I can later change the image to one with no
alpha chanell and have the binding intact. Still, since I have to
invert the values of the alpha channel, I get bad results from this.
The channel aparently always return 0.0 if it doesn't exist. This
makes the surface 100% transparent. :(

I would like to know if there is a way to test for the prescence of an
alpha channel through VSL. I'm not talking about testing the values of
the alpha channel - the question is if the image file _has_ an alpha
channel or not.

Regards,
Fredrik Bergholtz


On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:

Why don't use an image without alpha, instead of no image?

Matthias

  Now, some materials will have an image map set in the image map
  attribute some will not. The materials that has no image map must
  still function, i.e. the prescence of an image map must be tested by
  the code in the vsl material. For materials that do have an image
  map assigned to the image map attribute of the material the material
  must test if the image it is currently set to has an alpha channel or
  not. If it has an alpha channel, these values will be mapped to
  Surfacs:Transparency with a Texture VSL object. If the image that is
  currently assigned to the image map property does not have an alpha
  channel, transparency will not be modified by this material. The thing
  is that, when the user, or the object loader, assigns an image to the
  attribute, no changes to the VSL code should be done. Just the value
  of the attribute should have to be changed.
 
  The reason for this material is that I want to have a standard
  material that has all of the features of the game engine I'm making
  this stuff for. The key thing is to make sure that the materials used
  doesn't have any features that are not supported by the game engine.
  When IU have a VSL material that works, the plan is to encapsulate
  this material in a new material class defined by my plugin. This class
  would completely restrict modification of the VSL code. Think of how
  v3materials are used in RS today. I guess that they too are
  implemented as regular VSL objects, just that the VSL code is hidden
  from the users and instad a more simple user interface is presented.
 
  Does this help, or am I just making stuff even more complicated? ;)
 
  Regards,
  Fredrik Bergholtz
 
 
  On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:
   Something like this?
  
   Matthias
  
  
   - Original Message -
   Wrom: VZCMHVIBGDADRZFSQH
   To: user-list@light.realsoft3d.com
   Sent: Saturday, April 29, 2006 1:59 PM
   Subject: Re: Testing an image for an alpha channel
  
  
   Oh, I think that my description may not have been fully clear. (Bad
   pun, sorry :) )
  
   I do all this, the thing is that I want to be able to use the same
   material even if the actual image map has no alpha channel. When I try
   this, loading an image map with no alpha channel, the bindings get
   messed up and the red channel will be sent to transparency. This is
   what I want to avoid. Think of it like a special kind of material, I
   want to set up a bunch of user editable attributes, one of which is an
   image map. If this image map contains an alpha channel, that would be
   sent to transparency, but if it doesn't have an alpha channel,
   transparency won't be affected by the material.
  
   What I want is to make sure that the last three VSL objects in the
   material shown in the attached image are only evaluated if the image
   has an alpha channel.
  
   Regards,
   Fredrik Bergholtz
  
  
   On 29/04/06, David Coombes [EMAIL PROTECTED] wrote:
Yes, you can do that, but you're thinking about it wrong. What you want 
to
do is output to the surface transparency the value held in an images 
Alpha
channel.
   
In your Surface Properties shader add a Texture object.
Load your texture with Alpha channel.
Set the output of the texture object (In/Out tab) to 
Surface:Transparency
In the Bindings tab, click the Edit checkbox and set the bindings so the
Transparency's RG and B channels (destination) are set from the source
image's A channel
   
At this point I'll mention I can't actually do this because RS's window 
is
busted and has been as long as I've known the software. When I click 
Edit
Binding the Source panel extends to below the bottom of the window and 
I see
no destination panel. No amount of opening and closing  windows and 
panels
and Ctrl left right shift click and dragging will expose the rest of the
interface for me. The way panels auto scale and such I've always found
awkward as they invariably produce a window far

Re: Testing an image for an alpha channel

2006-04-29 Thread [EMAIL PROTECTED]

Oh, I think I know why the binding turns out wrong - I never even set
up this binding in my plugin code. I just expect the binding to be
correct due to the format of the output channel of the trexture
object. My bad. I can probably force this binding to be right. But
still, it would then give me 0.0 values regardless of the map coords
and this means full transparency where I want a completely opaque
surface.

Regards,
Fredrik Bergholtz


On 29/04/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

On further investigation, this only seems to happen when the material
is created - if the channel that I bind doesn't exist in the original
image map, RS chooses the R channel for some reason.

If the material that initially gets assignes to the Texture object
has an alpha channel, I can later change the image to one with no
alpha chanell and have the binding intact. Still, since I have to
invert the values of the alpha channel, I get bad results from this.
The channel aparently always return 0.0 if it doesn't exist. This
makes the surface 100% transparent. :(

I would like to know if there is a way to test for the prescence of an
alpha channel through VSL. I'm not talking about testing the values of
the alpha channel - the question is if the image file _has_ an alpha
channel or not.

Regards,
Fredrik Bergholtz


On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:
 Why don't use an image without alpha, instead of no image?

 Matthias

   Now, some materials will have an image map set in the image map
   attribute some will not. The materials that has no image map must
   still function, i.e. the prescence of an image map must be tested by
   the code in the vsl material. For materials that do have an image
   map assigned to the image map attribute of the material the material
   must test if the image it is currently set to has an alpha channel or
   not. If it has an alpha channel, these values will be mapped to
   Surfacs:Transparency with a Texture VSL object. If the image that is
   currently assigned to the image map property does not have an alpha
   channel, transparency will not be modified by this material. The thing
   is that, when the user, or the object loader, assigns an image to the
   attribute, no changes to the VSL code should be done. Just the value
   of the attribute should have to be changed.
  
   The reason for this material is that I want to have a standard
   material that has all of the features of the game engine I'm making
   this stuff for. The key thing is to make sure that the materials used
   doesn't have any features that are not supported by the game engine.
   When IU have a VSL material that works, the plan is to encapsulate
   this material in a new material class defined by my plugin. This class
   would completely restrict modification of the VSL code. Think of how
   v3materials are used in RS today. I guess that they too are
   implemented as regular VSL objects, just that the VSL code is hidden
   from the users and instad a more simple user interface is presented.
  
   Does this help, or am I just making stuff even more complicated? ;)
  
   Regards,
   Fredrik Bergholtz
  
  
   On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:
Something like this?
   
Matthias
   
   
- Original Message -
Wrom: VZCMHVIBGDADRZFSQH
To: user-list@light.realsoft3d.com
Sent: Saturday, April 29, 2006 1:59 PM
Subject: Re: Testing an image for an alpha channel
   
   
Oh, I think that my description may not have been fully clear. (Bad
pun, sorry :) )
   
I do all this, the thing is that I want to be able to use the same
material even if the actual image map has no alpha channel. When I try
this, loading an image map with no alpha channel, the bindings get
messed up and the red channel will be sent to transparency. This is
what I want to avoid. Think of it like a special kind of material, I
want to set up a bunch of user editable attributes, one of which is an
image map. If this image map contains an alpha channel, that would be
sent to transparency, but if it doesn't have an alpha channel,
transparency won't be affected by the material.
   
What I want is to make sure that the last three VSL objects in the
material shown in the attached image are only evaluated if the image
has an alpha channel.
   
Regards,
Fredrik Bergholtz
   
   
On 29/04/06, David Coombes [EMAIL PROTECTED] wrote:
 Yes, you can do that, but you're thinking about it wrong. What you 
want to
 do is output to the surface transparency the value held in an images 
Alpha
 channel.

 In your Surface Properties shader add a Texture object.
 Load your texture with Alpha channel.
 Set the output of the texture object (In/Out tab) to 
Surface:Transparency
 In the Bindings tab, click the Edit checkbox and set the bindings so 
the
 Transparency's RG and B channels (destination

Re: Sweep mapping

2006-04-16 Thread [EMAIL PROTECTED]
Ok, thanks for the suggestions. Maybe it is scripting time - perhaps I
can make a script that creates a large number of cylinder mappings
following the sweeped mesh and maybe assign the sweep curve as a
lattice for them? Changing the sweep curve would then not only affect
the nurbs mesh, but also all of those cylinder mappings... How does
this sound?

Thanks,
Fredrik Bergholtz


On 16/04/06, Arjo Rozendaal [EMAIL PROTECTED] wrote:
 Hi Freber,

 
  What I want is to define the volumetric properties of the inside of a
  sweeped nurbs mesh. The example you show is all about the surface of
  the mesh, not the volume.
 

 This seems to be rather complicated when I see Vesa's suggestion to use
 separate cylinders. And how should I know a better solution than Vesa ;)
 I don't know much about volumetric shaders, I'm afraid I can't help you with
 this task.

 Arjo.





Re: NURBS Curve - add point

2006-04-14 Thread [EMAIL PROTECTED]
Thank you very much for this, I will try the workaround the next time
this happens. Too bad that the problem, or a related problem, remains
in v5.1. :|

Thanks,
Fredrik Bergholtz

On 14/04/06, Beg-inner [EMAIL PROTECTED] wrote:
 Hi Fredrik, Vesa and Chris..

 I tested here on the vanilla V5.1 SP2..
 And I can repeat the actual behavior..
 I dunno if you have done exactly this to get the problems but here it
 is..

 When I change the 'Point Count' field in 'Spec' Tab to an enough low value
 that changed the curve´s shape... then the 'New Point' Tool started to mess
 up..
 (Weirdest mess up, was that when trying to add a point, RS added so the
 curve got an extention of it to infinity.. =) beyond the screen and to
 infinity..=)
 and it only rendered if changed 'Parametrization' to 'Uniform', it then
 rendered the extra part of the curve, with a scanline type of odd shading)
 Its not only the 'New Point' Tool that is messed up, its also the 'Sharpen'
 and 'Break' Tool !

 Workarounds I use:
 Either just click on the 'Param' Tool (in the 'Controlbar')
 Or
 'Elevate by smoothing the Shape' Tool, and then after that the 'Reduce' Tool
 to get back the Polygonal shape !
 After this, the 'New Point' and those other tools works (as far as I have
 seen it works everytime) until you reduce the 'Point Count' again..

 Take Care
 Best Regards
 Stefan Gustafsson ( Beg-inner )
 A Proud Owner and User of Real3D and Realsoft3D..


 Unfortunately I have not been able to find a pattern for this
 behaviour. All I can say is that from time to time this happens.
 Usually closing the curve and breaking it open again fixes it. The
 problem I had today, however did not go away. I had to re-make the
 curve from scratch. (Not very difficult, but somewhat annoying)

 Regards,
 Fredrik Bergholtz


 On 13/04/06, Vesa Meskanen [EMAIL PROTECTED] wrote:
  Hi Fredrik
 
I am working a lot with polygonal NURBS curves in my
   model, but sometimes the Add point method fails!
 
  Is the problem repeatable? If it is, please email me some instructions
  (and/or test models). Thanks!
 
 
  Kind regards,
 
  Vesa Meskanen
  Realsoft Graphics
 
 








NURBS Curve - add point

2006-04-13 Thread [EMAIL PROTECTED]
Hi, I am getting very annoyed by some freak behaviour of the RS3D
NURBS curves. I am working a lot with polygonal NURBS curves in my
model, but sometimes the Add point method fails!

Usually it does add the point, just nowhere near the location where I
click. And no, the view is in perfect alignment and not in perspective
mode. More recently, the problem has escalated to a state where add
point doesn't even add a point! Nothing happens when the tool is
activated. I do see the green x indicating where the point should
appear, but then nothing happens. The curve still has the same number
of points. However, when I click undo, again nothing happens. This
implies that some action was registered in the undo buffer.

To make matters more confusing, I can add points on some segments of
the curve and not on others.

Is this a known problem in v4.5? Is there a workaround?

Regards,
Fredrik Bergholtz



Re: tutorial images and wiki

2006-04-03 Thread [EMAIL PROTECTED]
As far as I know, there is no easy way to batch-upload images, not
even for Matthias himself. I fear that you have to do it the hard way.
Sorry.

Regards,
Fredrik Bergholtz


On 03/04/06, Arjo Rozendaal [EMAIL PROTECTED] wrote:
 Hi,

 I finished the tutorial about the couch. I would like to put it at the wiki.
 This tutorial contains several images. Do I really need to upload every
 image one by one? Or is there any other way.

 Arjo.





Re: to freber - New StairwaysGenerator Project, part two

2006-03-28 Thread [EMAIL PROTECTED]
There is no particular skill required to use the RS macro system - it is very straight-forward. Please try it. If you still want to make a script for this, that is your choice, of course.Regards,Fredrik Bergholtz
On 28/03/06, Frank Brübach [EMAIL PROTECTED] wrote:
Hi dear freber :-) O.K. you have the great skill to construct macros with realsoft, but I want to make an easy script and modelling example for learning and making more advertising for realsoft with this project. I want to make the work in progress open and try to explain it in easy words, that's the idea behind it. - Easy modelling tools or tutorials are needed for Realsoft, that's my interest for it :-), thanks and good luck for your ideas and projects, see you, Frank Brübach
Von: user-list@light.realsoft3d.com
Gesendet: 27.03.06 14:08:01An: user-list@light.realsoft3d.comBetreff:
 Re: New StairwaysGenerator Project, part twoWell, to make such a structure I usually just use tha macro function. I make a step, select it and then turn on macro recording, copy and paste the step, rotate it and move it down a bit. Then stop macro recording and hit execute macro until I have all the steps I need. I don't really need a script for this.
Regards,Fredrik BergholtzOn 27/03/06, Frank Brübach 
[EMAIL PROTECTED] wrote:Hi all, here the second picure of the StairsGenerator (Wendeltreppe in german) project :-) / Bye, Servus, best regards Frank Brübach, Germany
Erweitern Sie FreeMail zu einem noch leistungsstärkeren E-Mail-Postfach! 
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WEB.DE FreeMail: http://f.web.de/?mc=021193




Re: New StairwaysGenerator Project, part two

2006-03-27 Thread [EMAIL PROTECTED]
Well, to make such a structure I usually just use tha macro function. I make a step, select it and then turn on macro recording, copy and paste the step, rotate it and move it down a bit. Then stop macro recording and hit execute macro until I have all the steps I need. I don't really need a script for this.
Regards,Fredrik BergholtzOn 27/03/06, Frank Brübach [EMAIL PROTECTED] wrote:
Hi all, here the second picure of the StairsGenerator (Wendeltreppe in german) project :-) / Bye, Servus, best regards Frank Brübach, Germany
Erweitern Sie FreeMail zu einem noch leistungsstärkeren E-Mail-Postfach!		
Mehr Infos unter http://freemail.web.de/home/landingpad/?mc=021131





Re: Rendering Tips - Anybody ????? { the WIKI Maybe ]

2006-03-23 Thread [EMAIL PROTECTED]
I really like the idea of having some articles created/edited by Juha
or Vesa on the wiki - it would give the place an official touch. :)

About requesting pages, one approach is to actually start the page
yourself - if you don't feel like you have enough time/knowledge to
actually input the information, you at least have some idea about how
you want the page to look. Give the article a good, descriptive but
short name and just add the section headings that you feel should be
present on the page. Then hopefully people will start to fill in the
golden nuggets after a while.

I'm not sure that this approach works, but I think that it is the best
way to do it. And in an ideal world people would rush to fill the
page. :)

Regards,
Fredrik Bergholtz



On 23/03/06, Aidan O Driscoll [EMAIL PROTECTED] wrote:
 Hi Y'all,

 Just wondering - anyone out there willing to do up a tip sheet at the WIKI:

 http://rs3dwiki.the-final.info/index.php?title=Main_Page

 This tip sheet is for all things on how to speed up rendering - the do's
 and dont's - what should be enabled, what could be disabled or lowered.
 Shortcuts. Stuff not needed. Both for animations and still renders.

 You get what I am saying.

 I think such a thing would be very helpful to alot of people.

 This was touched on in the GI [ Global Illumination ] section under
 Lighting. I think this was Timo.

 I am not educated enough in the arcane arts of rendering in RS to do so
 myself.

 Well Vesa, Juha - how about you guys. An article at the Wiki - RS Rendering
 in the real world.

 Cheers
 Aidan





Re: How 'big' is your viewport window

2006-02-08 Thread [EMAIL PROTECTED]
I also typically use a metre scale, and I don't understand your
question about the size of the view window. This is very different
depending on what part of the city model I am currently working on. If
I'm modelling the rough edges of a lake, my view window may cover
hundreds of metres but when I'm making sure that the points of a small
section of a sidewalk are precicely accurate, my view window may be
zoomed in to such a degree that fractions of millimeters can be
clearly seen.

Regards,
Fredrik Bergholtz

On 08/02/06, studio [EMAIL PROTECTED] wrote:
  I don't use grids at all so I can't help.
  Neil Cooke

 I don't use grids either , but what I'm asking (again
 to the power of 3) is to go into View/Properties and
 then in the Input Tab , select a grid that allows you
 to determine the size of your actual working environ-
 ment .

   Hey ! I think we may be able to hit a new worlds re-
 cord with this question .

 Next reply ... I can see it coming ... what's a view-
 port ? .

 Then ... in Lightwave I don't use views , but only
 output whatever the camera spits out , then composite
 it with Photoshop and trade it on the Blackmarket for
 mucho water buffalo .

   This could be the mother of all threads ...

 studio
 www.niagara.com/~studio
 www.studiodynamics.net

  However , what I'm actually very curious about is ,
   How 'big' is your actual Viewport window , and as of
   yet that has not actually been answered .
  
  There is only one way to answer this question ;
  
   Go into View Properties and assign a Grid of whatever size
   you think might correspond to an actual typical scene that
   one might be working with , then count the numer of grids
   shown to determine the actual size of your viewport .
  
 As I've mentioned , I work with a size of 1 meter by
   3/4 of a meter (using the above method to determine that),
   but others appear to be saying that we should be using a
   window several magnitudes larger .
  
 Unless we are breaking down in terminology (again) .
  
   Thanks .
  
   studio
   www.niagara.com/~studio
   www.studiodynamics.net





Re: Greeble me this Batman !

2006-02-05 Thread [EMAIL PROTECTED]
An SDS object has no width, height or depth simply because an SDS
object can have just about any shape. The fact that you start with a
cube, and yes the name cube isn't  even accurate, is just that - this
is the initial shape of the object, before any maniplulation. To make
an SDS cube an exact size, you could either manually edit the points
numerically, one by one, in the properties window or you could first
create an analytical cube of the desired dimensions and either
convert that using ToSDS or just snap select the points when
creating your SDS.

Regards,
Fredrik Bergholtz

On 05/02/06, studio [EMAIL PROTECTED] wrote:
 Just some mussing :

   Finally got around to trying Zaug's awesome greeble Java
 Plugin . However , Zaug recommends a 10 x 10 meters long
 and wide (why is the RS SDS Cube a rectangle?) rectangle ,
 but I get way too much camera perspective distortion when
 working with sizes this big . (I scale it down so no problem)

Which brings me to another point ... the actual size of
 our objects is not in the Object Property Window , anywhere ,
 is it (I couldn't find it) . I use a View Grid to approximate
 how big my created Cube? actually is . Guess I could use the
 Numeric Window to approximate as well .

   So anyway , I'm curious what kinds of scales others think is
 best when working with RS ? I like using the perspective mode
 for composing shots , but scales like 10 Meter X 10 Meter cubes
 look bizarrely distorted . I use 10% of that scale size .

   I'm probably doing something wrong . Any thoughts or tips
 are appreciated .

 TIA

 studio
 www.niagara.com/~studio
 www.studiodynamics.net




Re: New Tutorial online ! (light sensitivity shader)

2006-02-04 Thread [EMAIL PROTECTED]
Yes, you can easily upload images to a wiki, you can even use HTML
formatting in your articles. However, some owners of wikis I know
dislikes the use of HTML in articles in favour of the wikitext markup.
I am not really sure why this is, perhaps it has to do with user
selectable stylesheets or something.

Regards,
Fredrik Bergholtz

On 03/02/06, studio [EMAIL PROTECTED] wrote:
   http://www.studiodynamics.net/saved/lightsens1.html

  Great tute and just in time for the Wiki that Matthias has popped up. How
  about adding it there under the appropriate heading OR a new Heading. All
  editable:
  http://rswiki.matthias-kappenberg.de/index.php/Main_Page
  Dam off to gig, no time to doodle with this :((
  Aidan

 Hi Aidan :

   Yes , for sure , but can I upload a whole tute' , .jpegs
 and all , or would I have to build it from scratch ? Copy/
 pasting text would be no problem anyway .

Or I could place a link there with a short explanation
 of what the tute is all about ...

   Not sure which option is best ?

 studio
 www.niagara.com/~studio
 www.studiodynamics.net






Re: New Tutorial online ! (light sensitivity shader)

2006-02-04 Thread [EMAIL PROTECTED]
I totally agree with this. I find Wiki markup disturbing.
Nevertheless, I like the concept of a Wiki. :)

Regards,
Fredrik Bergholtz

On 04/02/06, David Coombes [EMAIL PROTECTED] wrote:
 This Wiki idea is great, but why oh why do they have to reinvent a new
 markup when HTML is old and known and does the same job already?? Why use '
 ' instead of i? If it ain't broke, don't fix it!

 I'm sure most people here have a lot more experience with HTML than Wiki
 markup. If the HTML could be used, you could also direct copy over HTML
 tutes. Eg. a bit of the RenderDaemon could be copied over without having to
 go through and change all the tags.



Re: Improved Nurbscurves Helper Pro 1.2 with a time clock, new functions and now it's finished! :-)

2006-02-03 Thread [EMAIL PROTECTED]
Lol, no problems. I just appear to have some insight into Zaugs greeble project because we discussed it in great depth in the IRC channel. Usually, I demanded more functionality the second he implemented a new feature. ;)
Regards,Fredrik BergholtzOn 03/02/06, Frank Brübach [EMAIL PROTECTED] wrote:
Sorry so much, dear Fredrik :-) I thought this script was built with two man power or more... :-0), I am a little bit confused, I write to Zaug and you answer me? ;-) Therefore I have the same misunderstandings some days ago, sorry again. Good ideas for you too and it's ok, I will have it in mind that you are not including the zaug greeble team :-) best wishes to you andhave a good week end, ciao Frankolino 
user-list@light.realsoft3d.com schrieb am 02.02.06 20:38:06:
Greeble team? I wasn't aware of Zaug being a team.. ;)Regards,Fredrik BergholtzOn 02/02/06, 
Frank Brübach  [EMAIL PROTECTED] wrote:
Hi dear Zaug and the greeble team, first of all a big compliment to you too for thepowerful Greeble Plugin! :-) / If I am ready with my nurbscurve tool I will make some exercises with it. I have some time problems at the moment and have to spend a lot of time with privates things too, they are more important ;-) / A question: How long have you worked for the Greeble Plugin, and do you think you can buy this big tool later for 10 or 20 euro or do you prefer a donation ??? / Yes, the timeclock is running well under Intel and AMD, Linux cannot understand that, I am thinking ;-) best regards, Frankolino 
user-list@light.realsoft3d.com schrieb am 02.02.06 09:45:56:
Frank,Nice work. Looks like you caught the bug with the second thickness notworking :)I will have to study this as the time clock does not come up, but, I think, it is related to me running Linux.
Cheers,Zaug-- My love of the halfling's leaf has clearly slowed my mind.8?oP.S. Finished is such an ugly description to impose on a piece of code ;P 
Frank Brübach wrote:Dear Realsoft friends, I have finished yesterday the current version of the little Frankolinos Nurbscurve Helper Pro 1.2. Now its nearly possible to create easily structures of Hair, Fur, green meadows and other Nurbscurves Areas perhaps with the powerful interpolator tool :-) Try it, its for free! - Insert the content of the zip file into the scripting folder of Realsoft Directory, then open the scripts menu of the running Realsoft application, click on Frankolinos Nurbshelper Pro12 and the popup window will appears, you can work with it! :-) best regards, have fun with it and I would like to collect critics about the little nurbstool! Ciao und Servus, Frankolino, Germany, Witzenhausen 
Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: 
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Re: Documentation - thanks loads George for Tiddlywiki

2006-02-03 Thread [EMAIL PROTECTED]
Absolutely superb! Count me in for a scripting/SDK section. :)

Regards,
Fredrik Bergholtz

On 03/02/06, Matthias Kappenberg [EMAIL PROTECTED] wrote:
 Hi all,

 mediawiki if we need it.
 Looks great and is used by Blender, too.

 http://rswiki.matthias-kappenberg.de/

 Use it if you like.


 Matthias


 - Original Message -
 From: Timo Mikkolainen [EMAIL PROTECTED]
 To: user-list@light.realsoft3d.com
 Sent: Friday, February 03, 2006 5:31 PM
 Subject: Re: Documentation - thanks loads George for Tiddlywiki


  That's a tad bit problematic, as I don't have proper hosting for a
  real wiki and tiddly isn't really usable as a multi-user public wiki.
  That basically means that I'd be the only one who can edit the wiki; I
  might as well make a static tutorial.
 
  On 2/3/06, Aidan O Driscoll [EMAIL PROTECTED] wrote:
Hi George,
  
In my last mail I said:
  
believe it or not I am considering something like this. I have domain
   space at www.tidalsound.com and may add SQL support to this - at a small
   cost - so we'll see.
  
I just had a good look at your WIKI and noticed it is built on
   http://www.tiddlywiki.com/
  
Excellent stuff. As the intro states:
  
It's written in HTML, CSS and JavaScript to run on any modern browser
   without needing any ServerSide logic.
  
This means all one needs is Webspace, be that Free or paid for. No need 
   for
   SQL Server / Database facilities.
  
Inadvertently or otherwise - you have just given us all the ability to 
   set
   up a WIKI for tutorials OR other content. This is brilliant. A Way to go
   could be specialist Wiki's on specific sections of RS. For example -
   Character animation Wiki, Scripting Wiki, Texturing Wiki and so on. All 
   tied
   together by a top level tiddlywiki wiki :)
  
Maybe TIMO could take care of  a whole GI Wiki hosted by HIMSELF?
  
Just a thought. But again thanks for this.
  
A good tute on how to use the Tiddlywiki is at:
  
http://www.blogjones.com/TiddlyWikiTutorial.html
  
All one needs to start is go to the TiddlyWiki Download Software section
   and right click the link presented to save the blank tiddlywiki page to 
   your
   harddrive.
  
Cheers
Aidan
  
  
At 10:05 03/02/2006, you wrote:
  
   Hello folks
  
Lots of complaints about documentation this week :-)
  
In the last few days I've been collating my notes into a wiki I access 
   from
   Linux and Windows partitions.  There is not much information in it yet, 
   but
   if you're interested you can have a look.  Be warned that it is all in one
   file which is nearly 200k, so you might want to wait until it contains
   valuable information.
  
This is not how-to documentation for beginning users, rather tips and
   tricks gleaned from this list, the forum and trial and error, study, etc.
   It could be one component of the Realsoft Documentation project.
Whenever I've taken the information from one of you I mark it with
   initials, so if you object to seeing inadequately attributed information 
   on
   the internet I'll just keep it at home.
  
The current file is
  
http://users.skynet.be/gj/realsoft/wiki/index.html
  
It's theoretically a wiki, meaning anyone can add to it (or vandalise 
   it),
   but at the moment you can't save any changes made on the internet.
If there is any interest I'll work out how it can be made publicly
   editable.  In the meantime I'll keep it at home.
  
It's based on tiddlywiki.com, and if you want to try it, please do.
Just keep clicking on things until you work out how it works.
  
Hooroo and adios
George
  
 
 
 
  --
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.1.375 / Virus Database: 267.15.0/249 - Release Date: 02.02.2006
 
 




Re: Improved Nurbscurves Helper Pro 1.2 with a time clock, new functions and now it's finished! :-)

2006-02-02 Thread [EMAIL PROTECTED]
Greeble team? I wasn't aware of Zaug being a team.. ;)Regards,Fredrik BergholtzOn 02/02/06, Frank Brübach 
[EMAIL PROTECTED] wrote:Hi dear Zaug and the greeble team, first of all a big compliment to you too for thepowerful Greeble Plugin! :-) / If I am ready with my nurbscurve tool I will make some exercises with it. I have some time problems at the moment and have to spend a lot of time with privates things too, they are more important ;-) / A question: How long have you worked for the Greeble Plugin, and do you think you can buy this big tool later for 10 or 20 euro or do you prefer a donation ??? / Yes, the timeclock is running well under Intel and AMD, Linux cannot understand that, I am thinking ;-) best regards, Frankolino 
user-list@light.realsoft3d.com schrieb am 02.02.06 09:45:56:
Frank,Nice work. Looks like you caught the bug with the second thickness notworking :)I will have to study this as the time clock does not come up, but, I
think, it is related to me running Linux.Cheers,Zaug-- My love of the halfling's leaf has clearly slowed my mind.8?oP.S. Finished is such an ugly description to impose on a piece of code ;P
Frank Brübach wrote:Dear Realsoft friends, I have finished yesterday the current version of the little Frankolinos Nurbscurve Helper Pro 1.2. Now its nearly possible to create easily structures of Hair, Fur, green meadows and other Nurbscurves Areas perhaps with the powerful interpolator tool :-) Try it, its for free! - Insert the content of the zip file into the scripting folder of Realsoft Directory, then open the scripts menu of the running Realsoft application, click on Frankolinos Nurbshelper Pro12 and the popup window will appears, you can work with it! :-) best regards, have fun with it and I would like to collect critics about the little nurbstool! Ciao und Servus, Frankolino, Germany, Witzenhausen
Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: 
http://f.web.de/?mc=021193  
Verschicken Sie romantische, coole und witzige Bilder per SMS!
Jetzt bei WEB.DE FreeMail: 
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Re: Back_face

2006-01-11 Thread [EMAIL PROTECTED]
I assume that you are referring to real time rendering in a view
window in OGL mode? If so, you can change settings in the view
properties window, select the tab Draw and look under Canvas
options. When the view is in OpenGL mode, you can select/deselect
Two sided to control back face culling and Transparency to control
wether vertices, edges and faces are visible through other
surfaces/objects.

Regards,
Fredrik Bergholtz

On 11/01/06, Edmond Sinani [EMAIL PROTECTED] wrote:


 Dear List;
 How can I hide back faces and vertex? I guess this option should add to Misc
 tools
 (once upon time there was an option in Real 3D which we were drawing a box
 and only The objects and vertex inside that box was visible)

 Kind regards
 Edmond

  
 Yahoo! Photos
  Got holiday prints? See all the ways to get quality prints in your hands
 ASAP.





Re: CHARACTER ANIMATION STUFF and RS ....

2005-12-30 Thread [EMAIL PROTECTED]
studio, you shouldn't expect that everybody that does anything with RS
has the time or energy to write a new manual for RS3D. Having said
that, I wouldn't mind having a wiki for RS stuff, or at least a
section about coding on the Image Contest forum. At least on a trial
basis, if it turns out that there is no activity in it we could
probably remove it again.

Fredrik Bergholtz
SDK-padawan

On 30/12/05, studio [EMAIL PROTECTED] wrote:
  Yep, it can. And lots more to go: there's a game engine which really
  works AND a whole package with examples  a book (you have to buy THAT
  from them but it's worth the price  the engine itself is FREE). Don't
  know if Blender can replace RS anywhere soon (I doubt it, because they
  rely on polygons and RS on mathematically defined primitives which is
  far superior as a modeling toolset) but surely there's a lot of stuff in
  Blender RS is still missing so you should consider it as a an ADDITION
  to RS.
  All the best for 2006  happy rendering whatever tools you use 
 
   from Wolfram

 Hi Wolfram :

Sorry to edit your post so much . Congrads though for seeing the pot-
 ential of the Free GPL directive and contributing to it .

   I have to agree with most of what you say above . I'm just getting to
 know Blender now and think it's a pretty cool partner app to be running
 alongside Realsoft , or Max or LW etc . However , the free Personal
 learning Edition of Maya might also be an app one might find worth check-
 ing out too . The fluid dynamics of Blender drew me , but I think Maya's
 stuff is far superior , from what little I've read .

   Anyway , the bottom line for me is the ability of RS to do so many ,
 many amazing things that it's potential is never-ever going to be real-
 ised to anywhere nears it's full potential , simply because it's depth
 is so vast that only a small handful of people are able to grasp it .

   Put 10 guys in a room with RS and a short animation project and if
 you have some key guys in there you will accomplish incredible things .
 RS is awesome but I think it really needs the community to write some
 more elaborate , in depth articles and tutorials , much along the line
 of what is happening over in the Blender camp .

(this is the part where I sound bitter) . It's great to be able to
 show the world what you can do with RS , big huge pat's on the back to
 you people ... but how about throwing the community a bone and telling
 us HOW you did it , exactly , in step-by-step form .

Time and time again we see list geniuses shoot VSL code from the
 hip and say  it should work , but I don't have RS running in front of
 me right now   Then wait till you do and then try it, then create
 the material , then share it (explain it would be nice too) .

Zaug has just shared this very cool script with the list , and I know
 it must have taken him through a very steep learning curve that required
 a lot of his precious spare time . Fantastic ! Now , if we were to do it
 the Blender way , Zaug would then write a nice HTML tutorial explaining
 how he did it , and any other stuff he learned along the way .

   In fact , doing it the Blender way would probably see Zaug pioneer the
 'Scripting' section of an on-line Dynamic manual , like Blender has on their
 Wiki site (I thought I created a new idea [dynamic manual] but the Blender
 people have had it for a long time) .

So , [rant mode off] perhaps the best thing about Blender , in the end,
 is for RS people to glimpse at just how great it is to see a community
 share knowledge , give their time , and not in any kind of haphazard way
 but in a way where info get's taken in, in an effective manner , with an
 end result that see's a 3D person constantly upgrading their skill level .

There used to be a ton of sharing on this list , not all that long ago,
 but seems to be almost dead now except for off-topic threads and my late
 night rants .

A logical question might be what good is an extensive app like RS if
 the average person doesn't know how to use it ?  There is lot's of info
 in the manual of course , but so much knowledge has been learned the hard
 way , over and over again by dozens of people . Better to have one person
 find the solution or workaround to a problem , then document that solution
 for the rest of the community .

 Happy Hanukkah/Clone the Meskanens

 studio
 www.niagara.com/~studio
 www.studiodynamics.net





Re: Tutorials needed was Re: CHARACTER ANIMATION STUFF and RS ....

2005-12-30 Thread [EMAIL PROTECTED]
I may be missing your point, but as far as I can see none of those
plugins come with source code or descriptions about how they were
made. Don't get me wrong, I don't blame anyone for not wanting to
share their source code and I don't want to take anything away from
those great people who contribute to our community, it is just that I
feel that this was not a good example for your argument.

About tutorials for plugin-making, I feel that there are too few of us
who understand or are beginning to understand how the SDK works. For
me it is way too early to start writing tutorials. What I really need,
and now I'm repeating myself, is a place to discuss the problems. I
feel awkward having to ask the Realsoft staff every time I run into
trouble.

By the way, I really like the layout of that page, neat idea, Robert.
(When I saw it last I think that it was early testing stage with
little to no content)

Regards,
Fredrik Bergholtz

On 30/12/05, studio [EMAIL PROTECTED] wrote:
  studio, you shouldn't expect that everybody that does anything with RS
  has the time or energy to write a new manual for RS3D. Having said
  that, I wouldn't mind having a wiki for RS stuff, or at least a
  section about coding on the Image Contest forum. At least on a trial
  basis, if it turns out that there is no activity in it we could
  probably remove it again.
  Fredrik Bergholtz

It would be absurd for anyone to think that everybody that does
 anything with RS has the time or energy to write a tutorial .

Repeating myself is normal , so here it goes again :

What I was trying to say was how important it would be to the
 whole RS community if we all took a slightly different approach
 to creating . That is , create our works , but then also consider
 sharing the method in a manner other than e-mail .

We already have people on the list who share the actual project,
 and that can really be a big help . All we have to do to learn is
 dissect the various areas of the project to see exactly how this
 'trick' or method or workaround has been done .

   One step further would be to write another one of the many one-
 page mini-tute's that several people have indeed taken the time
 to do . Frank , Stef , Mark , Aidan , Matthias to name a few .

Not everyone can , but some can and choose not to be bothered .
 Some just mail off guesses without even being bothered to start up
 RS and try their guess first . Others take the time to create really
 awesome web sites full of tutorials and links and projects and mat-
 erials etc like this one http://members.ams.chello.nl/rbroeder .

If you go to the 'Plugins' section of Roberts site (above) you
 will see many , many examples of people giving endless hours of
 their time to the community , for free , in most cases . Just awe-
 some .

Seems awefully slow around here lately . Not sure what everyone
 is doing these days with RS . Seems to be not very much . My rant
 is a weak attempt at perhaps inspiring some to pick up RS again if
 for no other reason than to share what they know , even if they don't
 feel all that much like creating 3D renderings or animations .

 studio
 www.niagara.com/~studio
 www.studiodynamics.net