Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-21 Thread Dennis Schridde
Am Sonntag, 20. Mai 2007 schrieb The Watermelon: On 5/20/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Sonntag, 20. Mai 2007 schrieb The Watermelon: On 5/20/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 5/19/07, Kamaze [EMAIL PROTECTED] wrote: I would be suprised if you find a

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-21 Thread Dennis Schridde
Am Montag, 21. Mai 2007 schrieb Dennis Schridde: Am Sonntag, 20. Mai 2007 schrieb The Watermelon: On 5/20/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Sonntag, 20. Mai 2007 schrieb The Watermelon: On 5/20/07, Per Inge Mathisen [EMAIL PROTECTED] wrote: On 5/19/07, Kamaze [EMAIL

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-21 Thread Dennis Schridde
Am Montag, 21. Mai 2007 schrieb The Watermelon: On 5/21/07, Dennis Schridde [EMAIL PROTECTED] wrote: r1316 Resolved conflicts. vertexPos and position seems to be mixed up sometimes... (Eg. both .sx and .x are turned into vertexPos.x) Fixed in piefloat5_3,some of the sx to vertexPos.x

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-20 Thread The Watermelon
On 5/19/07, Dennis Schridde [EMAIL PROTECTED] wrote: Am Samstag, 19. Mai 2007 schrieb The Watermelon: this patch is by no means working properly,but with these 2 things fixed it should be usable: 1.Change terrain vertices back to int/change float multiplication/division to shift or use new

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-20 Thread Per Inge Mathisen
On 5/19/07, Kamaze [EMAIL PROTECTED] wrote: I would be suprised if you find a common file format which supports connectors. Common or not, Quake III's MD3 file format supports connectors. It also supports animations, which we also need. However, like most formats, it stores triangles, instead

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-19 Thread The Watermelon
On 5/19/07, Kamaze [EMAIL PROTECTED] wrote: Well, i know that the current moddeling format uses real numbers only (int) and that it would be a bunch of work to port it to a floating number system. no it's not hard. I already did it,but patch is dead/conflicted because of recent changes and

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-19 Thread Dennis Schridde
Am Samstag, 19. Mai 2007 schrieb The Watermelon: On 5/19/07, Kamaze [EMAIL PROTECTED] wrote: Well, i know that the current moddeling format uses real numbers only (int) and that it would be a bunch of work to port it to a floating number system. no it's not hard. I already did it,but

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-19 Thread Kamaze
I would be suprised if you find a common file format which supports connectors. I think there is no way to prevent a workaround. OBJ also supports grouping (multiple connectors?) and other declarations, like normal points. See: http://www.fileformat.info/format/wavefrontobj/ My idea: #-

Re: [Warzone-dev] Using OBJ (wavefront) for moddeling data.

2007-05-19 Thread Dennis Schridde
Am Samstag, 19. Mai 2007 schrieb The Watermelon: this patch is by no means working properly,but with these 2 things fixed it should be usable: 1.Change terrain vertices back to int/change float multiplication/division to shift or use new terrain renderer 2.Fixed some minor texture coords