Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: > Yeah, well Ive been thinking about it, and the HUD must be ok, so Im > doing something wrong, because the FPS counter works, and is text.. so > Im gonna have a look at it and come back to you later Good. > >>- If you like you could have a look at the sail spanking, other parts of > >> the ship should turn over as well and it could be smoother. > >> > The sail spanking? the sail movement you mean? If we are not going to > take into consideration the wind direction for tiles sail, wich I think > is a mistake ;) , we dont need the sails to move, but I take a look at it.. It's already half-done. When the wind changes to the the boom with the sail changes it's side (right now only the front sails, I'll add the rest later). It should also move more gently and not as abruptly as right now, but that's just icing on the cake. > And talking about the sail-tile, I think the wind direction and wind > physics must be take into consideration, if not sailing between tiles is > gonna be really bored, we can do that later anyway once we have the 300 > tiles in the map done. Wind direction and wind physics are already taken into consideration, I just need to add some additional code that changes the wind strength as well. > We need to fix harbours, so they didnt look like they are buried in the > land, probably need to check pngs heighmaps, we need to adjust the water > altitude or the ship position, at the moment half of the ship is under > water :D. I'll lower the water plane a bit when I'm fixing the plane reload. You can define the height of the harbours through the tile defs, it's the second number. There should be some shortcuts to add groups of palms as well, otherwise placing them will become really tedious work :-) > Also if with the rayscene query you can get the height of the terrain, > make the Y coordinate of the ship adjust to that value (when its over > water level), so the ship didnt "crash" in water. Should look ok when the plane has been lowered. > I can think more things to do, but for 0.2.2 these are fine :D Hopefully thursday/friday, otherwise sunday. Cheers, Moritz
Re: [Freebooters-devel] Terrain tiling works now
Okay, than let's leave it out for 0.2.2. CEGUI is currently getting integrated for Ogre 1.0 and we'll need it later anyway to situations during sea passages (e.g. when deciding whether to enter an opponent's ship). Yeah, well Ive been thinking about it, and the HUD must be ok, so Im doing something wrong, because the FPS counter works, and is text.. so Im gonna have a look at it and come back to you later The remaining issues for 0.2.2: Did I miss something? - I'll have a look at the reloading of the water plane this night. Ok - If you like you could have a look at the sail spanking, other parts of the ship should turn over as well and it could be smoother. The sail spanking? the sail movement you mean? If we are not going to take into consideration the wind direction for tiles sail, wich I think is a mistake ;) , we dont need the sails to move, but I take a look at it.. And talking about the sail-tile, I think the wind direction and wind physics must be take into consideration, if not sailing between tiles is gonna be really bored, we can do that later anyway once we have the 300 tiles in the map done. - I'll fix the sail physics to make them less sloppy Yes.. We need to fix harbours, so they didnt look like they are buried in the land, probably need to check pngs heighmaps, we need to adjust the water altitude or the ship position, at the moment half of the ship is under water :D. Also if with the rayscene query you can get the height of the terrain, make the Y coordinate of the ship adjust to that value (when its over water level), so the ship didnt "crash" in water. I can think more things to do, but for 0.2.2 these are fine :D
Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: > Well, Ive been this morning testing the hud, and It works fine when > working with static content, If I try to change the content, as read in > the forums, the content is blank, and by the read of this post, that is > not going to change, until 1.0, because they are putting on the new Gui > System (CrazysEddieGui). > (http://www.ogre3d.org/phpBB2/viewtopic.php?t=2029) > > I browse in CEGui website for any tutorial or so, but didnt found > nothing, so at this moment I am a bit stuck, also I try to load the > vera.ttf into Ogre and it crash, so Im making this tests with Ogre Font.. Okay, than let's leave it out for 0.2.2. CEGUI is currently getting integrated for Ogre 1.0 and we'll need it later anyway to situations during sea passages (e.g. when deciding whether to enter an opponent's ship). What about a static HUD with only the ship's name and the ship's type for 0.2.2? The remaining issues for 0.2.2: Did I miss something? - I'll have a look at the reloading of the water plane this night. - If you like you could have a look at the sail spanking, other parts of the ship should turn over as well and it could be smoother. - I'll fix the sail physics to make them less sloppy Cheers, Moritz
Re: [Freebooters-devel] Terrain tiling works now
I just commited some functions that return that current in-game time: They would be a nice addition to the hud. Well, Ive been this morning testing the hud, and It works fine when working with static content, If I try to change the content, as read in the forums, the content is blank, and by the read of this post, that is not going to change, until 1.0, because they are putting on the new Gui System (CrazysEddieGui). (http://www.ogre3d.org/phpBB2/viewtopic.php?t=2029) I browse in CEGui website for any tutorial or so, but didnt found nothing, so at this moment I am a bit stuck, also I try to load the vera.ttf into Ogre and it crash, so Im making this tests with Ogre Font.. I done a small scroll show in the right side I try to make something better
Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: > Also I've done some 2D panels to check how to do those so if you want me > to do some hud just tell me what you want I just commited some functions that return that current in-game time: They would be a nice addition to the hud. These should be displayed with bogus values for now, as it is not connected with the rest of the game for now: the remaining provisions, the current cargo load, the crew size and the amount of carried gold. Cheers, Moritz
Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: > Ok, I tried it now and seems ok, I commited some changes to seatravel.cc > adding a 3D windrose, you can turn it like any other scenenode pointing > to wind direction, take care because the axis are different with > Overlays, are relative to Camera: > Y > | /Z > | / > | / > X > > Also I've done some 2D panels to check how to do those so if you want me > to do some hud just tell me what you want, I need to look for a nice TTF > font before... :) Good, I'll have a look at it when I'm home. Freebooters already ships a copy of the very professional free Bitstream Vera font (the one used for the menus). It should be used in the 3D scenes as well for the sake of consistency. > Azathoth, not Azaroth ;) > http://www.hplovecraft.com/creation/bestiary.htm Ahh, I see. Falling into madness seems pretty much related to applied geometrical mathematics. :-) Moritz
Re: [Freebooters-devel] Terrain tiling works now
You can commit selectively by using cvs ci foo bar Ok, I tried it now and seems ok, I commited some changes to seatravel.cc adding a 3D windrose, you can turn it like any other scenenode pointing to wind direction, take care because the axis are different with Overlays, are relative to Camera: Y | /Z | / | / X Also I've done some 2D panels to check how to do those so if you want me to do some hud just tell me what you want, I need to look for a nice TTF font before... :) Also I realize that Ogre mesh file format have changed as Azatoth 1.0 (Ogre CVS) is complaining about it.. dont know if its right to change Let's stick with 0.15 for now, Azaroth CVS is a running target, we should switch that once with the next Ogre release. Azathoth, not Azaroth ;) http://www.hplovecraft.com/creation/bestiary.htm :-D
Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: > Im always afraid of commiting something because I sometimes do changes > to files and didnt commit them, just testing, and Im afraid of commiting > some borked files, for example when I commit that it also commited > config.mak no idea why. You can commit selectively by using cvs ci foo bar This has the disadvantage that you might forget a few files (e.g. like I forgot to commit the material in my last commit), but it's doable. Once gna.org has savannah we should switch, though. Changesets are the way to go. > Also I realize that Ogre mesh file format have changed as Azatoth 1.0 > (Ogre CVS) is complaining about it.. dont know if its right to change > the mesh files to the new version and commit them, because maybe it > didnt work properly with 0.15 version.. Let's stick with 0.15 for now, Azaroth CVS is a running target, we should switch that once with the next Ogre release. Cheers, Moritz
Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: > >Anyway something is broken in the skybox because it didnt show right, > >did you change something in the freebooters.zip file ? > > > Found the problem, need to add : > > Zip=materials/freebooters.zip > > in resources.cfg, shall I commit it or just uncompress the zip files in > some directory? Please add it to resources.cfg, I forgot to commit that change and don't have access to my workstation right now. Cheers, Moritz
Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: Its missing skybox.material in CVS I think, can you commit it please? Well, you were faster :-) Im always afraid of commiting something because I sometimes do changes to files and didnt commit them, just testing, and Im afraid of commiting some borked files, for example when I commit that it also commited config.mak no idea why. Anyway something is broken in the skybox because it didnt show right, did you change something in the freebooters.zip file ? Found the problem, need to add : Zip=materials/freebooters.zip in resources.cfg, shall I commit it or just uncompress the zip files in some directory?
Re: [Freebooters-devel] Terrain tiling works now
Its missing skybox.material in CVS I think, can you commit it please? Well, you were faster :-) Im always afraid of commiting something because I sometimes do changes to files and didnt commit them, just testing, and Im afraid of commiting some borked files, for example when I commit that it also commited config.mak no idea why. Anyway something is broken in the skybox because it didnt show right, did you change something in the freebooters.zip file ? Im looking at that now.. more later.. Also I realize that Ogre mesh file format have changed as Azatoth 1.0 (Ogre CVS) is complaining about it.. dont know if its right to change the mesh files to the new version and commit them, because maybe it didnt work properly with 0.15 version..
Re: [Freebooters-devel] Terrain tiling works now
kabutor wrote: > >You'll need Ogre 0.15 from now on. > > > > > Or CVS ogre :D Yes, but it might break the API once more cleanups for the 1.0 release come in, so proposing 0.15 + patch seems a safer bet. > Its missing skybox.material in CVS I think, can you commit it please? Well, you were faster :-) Cheers, Moritz
Re: [Freebooters-devel] Terrain tiling works now
You'll need Ogre 0.15 from now on. Or CVS ogre :D Current CVS version still has some minor graphical glitches from resource loading that hasn't been ported to the new structure yet, but these will be fixed soon. Afterwards there'll be the long-promised 0.2.2 release with the 3D demo world. Its missing skybox.material in CVS I think, can you commit it please?