Re: [freebooters-devel] Proposal for ship model specs

2004-09-22 Thread Moritz Muehlenhoff
kabutor wrote:
> >A lightining would be really cool, but I have not idea yet, how to 
> >accomplish
> >that with Ogre. Let's do the necessary parts first.
> >
> Turn Light on and off? :-D But Amen to the "Let's do the necessary parts 
> first"

That's a nice idea, at least the scene should be become darker during
a storm. But originally I was thinking about a real lightning with an
electrical zig-zag effect, but I don't know enough about Ogre's particle
system to know whether that's feasible.

BTW: Have a look at the Worldforge subversion repository. They have lots
of GPLed textures, sounds, images, music and models there. Really nice.

  Moritz



Re: [freebooters-devel] Proposal for ship model specs

2004-09-22 Thread kabutor
Ill see it, the drops could be smaller, its really tricky to do nice 
particle effects, I try several to no avail.. :(
   


Making them smaller is pretty easy, it's just trimming the texture to
be smaller. But the current rather largish drops make it look more
like really thick rain.
 


Well Its just testing & tuning ...


A lightining would be really cool, but I have not idea yet, how to accomplish
that with Ogre. Let's do the necessary parts first.
 

Turn Light on and off? :-D But Amen to the "Let's do the necessary parts 
first"


Ah, ok, I already use it, its nice, there is a paginglandscape in 
ogreaddons that is a terrain manager but in that you can make a map 
tiled, but I tried to compile it and it always segfault, dont know what 
Im doing wrong
   



What did segfault? The Ogre plugin or your test code?
 

Well my brain segfault when I wrote this email, because the problem is 
not that the plugin segfault is that it gives me some errors while 
compiling.. so I didnt test any code.

:-/





Re: [freebooters-devel] Proposal for ship model specs

2004-09-21 Thread Moritz Muehlenhoff
kabutor wrote:
> >Ah, ok. I've been working on integrating a rain particle effect for the
> >ingame storm events, for which I recreated the raindrop texture under
> >the GPL. Will commit it later on.
> 
> Ill see it, the drops could be smaller, its really tricky to do nice 
> particle effects, I try several to no avail.. :(

Making them smaller is pretty easy, it's just trimming the texture to
be smaller. But the current rather largish drops make it look more
like really thick rain.

A lightining would be really cool, but I have not idea yet, how to accomplish
that with Ogre. Let's do the necessary parts first.

> >TerrainSceneManager is a plugin, the standard one, which is similar is a
> >SceneManager with the EXT_FAR specialization.
> >
> Ah, ok, I already use it, its nice, there is a paginglandscape in 
> ogreaddons that is a terrain manager but in that you can make a map 
> tiled, but I tried to compile it and it always segfault, dont know what 
> Im doing wrong

What did segfault? The Ogre plugin or your test code?

BTW; there will be Debian packages for Ogre soon, so for 0.3 we'll have
fully working Freebooters-debs again.

Cheers,
Moritz



Re: [freebooters-devel] Proposal for ship model specs

2004-09-20 Thread kabutor

Ah, ok. I've been working on integrating a rain particle effect for the
ingame storm events, for which I recreated the raindrop texture under
the GPL. Will commit it later on.
 



Ill see it, the drops could be smaller, its really tricky to do nice 
particle effects, I try several to no avail.. :(



We should use the TerrainSceneManager, which is really neat. But as it
is an Ogre plugin we'll need some more build system foo here.
 


Why? If you use Ogre, you can use the dafault TerrainSceneManager isnt it?
   


TerrainSceneManager is a plugin, the standard one, which is similar is a
SceneManager with the EXT_FAR specialization.
 

Ah, ok, I already use it, its nice, there is a paginglandscape in 
ogreaddons that is a terrain manager but in that you can make a map 
tiled, but I tried to compile it and it always segfault, dont know what 
Im doing wrong


Yep its relative to Samples dir in Ogre, sorry about that.. indeed just 
only need to add the include to ExampleApliccation.h while compiling, I 
try to polish that and add to current framework.
   


Looking forward to it.
 



Well Its gona take longer, Im having problems removing the 
ExampleFrameListener class, If I left it, the app complies about missing 
overlay materials, I tried to remove the bloody overlay but I remove too 
much things or something but then it didnt build...


Whatever, is going to take more time, for today Im frustrated of trying.





Re: [freebooters-devel] Proposal for ship model specs

2004-09-19 Thread Moritz Muehlenhoff
kabutor wrote:
> >Is there a GPL compatible license on the particle effects? Most images
> >from the samples are not freely distributable, but I guess these are
> >not tainted.
> 
> Well, the images are not that complex, for smoke & fire is just one 
> smoke.png needed.

Ah, ok. I've been working on integrating a rain particle effect for the
ingame storm events, for which I recreated the raindrop texture under
the GPL. Will commit it later on.

> >We should use the TerrainSceneManager, which is really neat. But as it
> >is an Ogre plugin we'll need some more build system foo here.
> >
> Why? If you use Ogre, you can use the dafault TerrainSceneManager isnt it?

TerrainSceneManager is a plugin, the standard one, which is similar is a
SceneManager with the EXT_FAR specialization.

> Yep its relative to Samples dir in Ogre, sorry about that.. indeed just 
> only need to add the include to ExampleApliccation.h while compiling, I 
> try to polish that and add to current framework.

Looking forward to it.

Cheers,
Moritz



Re: [Freebooters-devel] Proposal for ship model specs

2004-09-17 Thread kabutor
Well, I try to understand that, but dont really have it  :) , my idea 
for the sails, is that only the "broom" sail must control the speed of 
   


The question if whether we want to handle the steering of all ships
similarly or if we want to mimic how they're controlled in reality.
I'm not sure yet.
 

Well, I think that turning that square sails more than that 20-30º is 
going to make the ships crash one into each other..


About that "steering" the translation to spanish is a bit ambiguous :D 
but I suppose that is the ancient dilema of simulation vs arcade ;)


I say, lets do it to be fun, I dont see any fun in moving in a very big 
map so maybe we need to add some simulation.. not sure.. lets see later. :-D


 

I agree that the helm is not needed. 
   


It's probably not even visible most of the time. In the inter island
 


What you mean with helm? r:-/
   


Hard to explain, but in Spanish it's a "tímon". Does this clear things up?
 



Yep, the timon is really small to be visible at this ship size.


Well, I test some particle effects already in Ogre, and the fire-smoke 
sample is really fine, you can tune it to be smaller, and with a lower 
poly count and it looks like fire with smoke and so.
   



Is there a GPL compatible license on the particle effects? Most images
from the samples are not freely distributable, but I guess these are
not tainted.
 



Well, the images are not that complex, for smoke & fire is just one 
smoke.png needed.




We should use the TerrainSceneManager, which is really neat. But as it
is an Ogre plugin we'll need some more build system foo here.
 


Why? If you use Ogre, you can use the dafault TerrainSceneManager isnt it?


I see that the CVS as updated so Im going to test it, did you manage to 
see the code I send you yesterday?
   



I tried it a few minutes ago, but couldn't built it. I'll check tomorrow,
when I'm more awake.
What kind of Makefile are you using or does it need to be built relative
to the Ogre samples directory? Could you make further work against the
current 3D framework in CVS?

 

Yep its relative to Samples dir in Ogre, sorry about that.. indeed just 
only need to add the include to ExampleApliccation.h while compiling, I 
try to polish that and add to current framework.





Re: [Freebooters-devel] Proposal for ship model specs

2004-09-17 Thread Moritz Muehlenhoff
kabutor wrote:
> Well, I try to understand that, but dont really have it  :) , my idea 
> for the sails, is that only the "broom" sail must control the speed of 
> the ship, even in the big ships, the other ones, the rectangular ones 
> shall only move a little (30º-20º each side at most) but just in a  
> cosmetic way, made more broom sails in between the mastils and that 
> should do the trick.

The question if whether we want to handle the steering of all ships
similarly or if we want to mimic how they're controlled in reality.
I'm not sure yet.

> >>I agree that the helm is not needed. 
> >>
> >It's probably not even visible most of the time. In the inter island
> >
> What you mean with helm? r:-/

Hard to explain, but in Spanish it's a "tímon". Does this clear things up?

> Well, I test some particle effects already in Ogre, and the fire-smoke 
> sample is really fine, you can tune it to be smaller, and with a lower 
> poly count and it looks like fire with smoke and so.

Is there a GPL compatible license on the particle effects? Most images
from the samples are not freely distributable, but I guess these are
not tainted.

> I was trying to do some particle effect in the ship that was two lines 
> like this (imagination required here)
> 
> /^\
> 
> Being:
> ^   -> Ship the two lines / and \ just mark the movement of the ship and 
> it looks easy to do, but didnt manage to look fine. :(

Umm, I fear that I lack proper imagination... :-)

> I build it the other day, it wasnt really complex to build that provided 
> you have the .cfg files and the materials required,

With current CVS there are no more external depencies besides the Ogre
lib itself. It has a Makefile and can be build with "make -f Makefile.3d".

We should use the TerrainSceneManager, which is really neat. But as it
is an Ogre plugin we'll need some more build system foo here.

> but just only see a 
> ship moving fast as hell out of the screen :)

Should be fixed now.

> I see that the CVS as updated so Im going to test it, did you manage to 
> see the code I send you yesterday?

I tried it a few minutes ago, but couldn't built it. I'll check tomorrow,
when I'm more awake.

What kind of Makefile are you using or does it need to be built relative
to the Ogre samples directory? Could you make further work against the
current 3D framework in CVS?

> I made some improvements to that 
> code, added the broom movement, and the wind angle test vs broomangle to 
> check speed, just for testing, I try to start checking cannon fire and 
> collision, you will see a cannonball.mesh soon in CVS ;)

Cool.
 
> I try to split the models next week, and setup them in CVS, but Im 
> concerned that Im going to have to redo them later again, because we 
> didnt have a clear idea of what we need.

Let's fix a spec in this thread and stick for that at least until 0.4.
Should be doable.

> Ah! Just before I forget, I redone the wind arrow, but I think is way 
> too small for what you need right?

Yes, it would be nice if it were bigger, but it's not much of a problem
as it can be scaled in the SceneNode.

Cheers,
Moritz



Re: [Freebooters-devel] Proposal for ship model specs

2004-09-17 Thread kabutor

Movement in the ship is controlled through the helm which controls
the direction of the ship and how far the sail should be able to
expand. Depending on the side the wind is coming from the broom
switches over to either side. This should have a graphical
representation through the boom position.
 

This is good.  But, do any ships have only square sails?  Then the sails 
wouldn't switch but would have to move some other way.  Maybe it would 
adjust the number of sails?
   


Do you mean the following: While for smaller ships they broom controls the
ship like this:

  /


<>

for larger ships like the frigate it's more like

<--(--(--(->
<  (  (  (>
<--(--(--(->

The ( shall represent sails. AFAIK these larger ships have some sails
like the main sail and jib that simply boost the ship's speed and
some that are used to control the direction. In this case the speed
levels of the ship could be represented be setting more sails, that
sounds like a good idea.
 

Well, I try to understand that, but dont really have it  :) , my idea 
for the sails, is that only the "broom" sail must control the speed of 
the ship, even in the big ships, the other ones, the rectangular ones 
shall only move a little (30º-20º each side at most) but just in a  
cosmetic way, made more broom sails in between the mastils and that 
should do the trick.


I agree that the helm is not needed. 
   


It's probably not even visible most of the time. In the inter island
 


What you mean with helm? r:-/



 


We could represent damage by removing mastils from larger ships.
 

I would suggest that damage be represented by drawing holes on the sails 
by having a series of sail textures.  Also, the ship could sail slower 
and lower in the water.
   

About sailing slower, the problem is that maybe it looks really 
unrealistic, the sea level could reach the cannon hatchets so it looks 
"strange" but its just a question of testing that later, if we have sail 
removal for severa damage and black spots in hull textures and 
transparent textures in sails should look more than enough.



Sounds good as well. Lowering the ships is very easy. There are some
fancy particle effects for smoke in Ogre, I think Kabutor even started
to make one, or am I mistaken here?
 

Well, I test some particle effects already in Ogre, and the fire-smoke 
sample is really fine, you can tune it to be smaller, and with a lower 
poly count and it looks like fire with smoke and so.


Particle effects are really nice visual additions for the game, you 
render on a surface (billboard) a 2D image that is always looking to the 
camera (unless stated otherwise) and you can alter that in several ways, 
I was trying to do some particle effect in the ship that was two lines 
like this (imagination required here)


/^\

Being:
^   -> Ship the two lines / and \ just mark the movement of the ship and 
it looks easy to do, but didnt manage to look fine. :(


But particle for fire and smoke is piece of cake, not for explosions 
yet, not tested.. . :)



I am going to check out the 3d code tonight or tommorow and try it out.
   


I'll make it self contained in the repo to make it easier to build, hopefully
this night.
 

I build it the other day, it wasnt really complex to build that provided 
you have the .cfg files and the materials required, but just only see a 
ship moving fast as hell out of the screen :)


I see that the CVS as updated so Im going to test it, did you manage to 
see the code I send you yesterday? I made some improvements to that 
code, added the broom movement, and the wind angle test vs broomangle to 
check speed, just for testing, I try to start checking cannon fire and 
collision, you will see a cannonball.mesh soon in CVS ;)


I try to split the models next week, and setup them in CVS, but Im 
concerned that Im going to have to redo them later again, because we 
didnt have a clear idea of what we need.


For example the cutter-split model is bad done, Ive been testing with it 
the sailing, and if you turn the broom, the center of rotation is 
misplaced, as the front sails center of rotation are misplaced as well, 
easy to fix, but if I already had done all the models, I will have to go 
again through all of them, and Im a lazy boy  :-D


Ah! Just before I forget, I redone the wind arrow, but I think is way 
too small for what you need right?








Re: [Freebooters-devel] Proposal for ship model specs

2004-09-16 Thread Moritz Muehlenhoff
Paul Damer wrote:
> >Movement in the ship is controlled through the helm which controls
> >the direction of the ship and how far the sail should be able to
> >expand. Depending on the side the wind is coming from the broom
> >switches over to either side. This should have a graphical
> >representation through the boom position.
> > 
> >
> This is good.  But, do any ships have only square sails?  Then the sails 
> wouldn't switch but would have to move some other way.  Maybe it would 
> adjust the number of sails?

Do you mean the following: While for smaller ships they broom controls the
ship like this:

   /
 

 <>

for larger ships like the frigate it's more like

 <--(--(--(->
<  (  (  (>
 <--(--(--(->

The ( shall represent sails. AFAIK these larger ships have some sails
like the main sail and jib that simply boost the ship's speed and
some that are used to control the direction. In this case the speed
levels of the ship could be represented be setting more sails, that
sounds like a good idea.

> I agree that the helm is not needed. 

It's probably not even visible most of the time. In the inter island
travel it's too small and in battles you should have other things
to worry about. :-)
 
> >We could represent damage by removing mastils from larger ships.
> >In that case the mastils should be independant scenes nodes by
> >themselves.
> >
> I would suggest that damage be represented by drawing holes on the sails 
> by having a series of sail textures.  Also, the ship could sail slower 
> and lower in the water.

Sounds good as well. Lowering the ships is very easy. There are some
fancy particle effects for smoke in Ogre, I think Kabutor even started
to make one, or am I mistaken here?

> I am going to check out the 3d code tonight or tommorow and try it out.

I'll make it self contained in the repo to make it easier to build, hopefully
this night.

Cheers,
Moritz



Re: [Freebooters-devel] Proposal for ship model specs

2004-09-16 Thread Paul Damer

Moritz Muehlenhoff wrote:


Some specs/ideas for some structure for the 3D ship models:

Every ship, no matter which size is has, should have a top flag.
 


Definitly


Movement in the ship is controlled through the helm which controls
the direction of the ship and how far the sail should be able to
expand. Depending on the side the wind is coming from the broom
switches over to either side. This should have a graphical
representation through the boom position.
 

This is good.  But, do any ships have only square sails?  Then the sails 
wouldn't switch but would have to move some other way.  Maybe it would 
adjust the number of sails?



So, what shall we do with ships that have more than one sail?
I guess it would be overly complicated to control them independently,
therefore I'd suggest to keep them all in sync, no matter how many
there are.
 


Yes


This would leave as with ships with the following subelements / scene
nodes:

1. Ship body with one to three mastils
2. The helm at the hull of the ship which represents the players
  directional maneuvers (I guess we could even let that away)
3. One to three brooms with sails attached
4. The flag
 

I agree that the helm is not needed. 


We could represent damage by removing mastils from larger ships.
In that case the mastils should be independant scenes nodes by
themselves.
 

I would suggest that damage be represented by drawing holes on the sails 
by having a series of sail textures.  Also, the ship could sail slower 
and lower in the water.


I am going to check out the 3d code tonight or tommorow and try it out.
-Paul Damer