Wudan Posted May 14, 2003 Author Share Posted May 14, 2003 1) I write a script describing the bone orientation. Essentially, All I need is pitch yaw and roll, Neo works out the shifting, so you don't have to, even though I've included 'manual' shifting in the scripting, in case you *want* screwed up looking animations. The script describes (1) Traditional Parents, (2) Children, and (3) Foster Parents. Foster Parents are what I use to describe those bones that should have a normal hierarchy but don't, so I suppose the term 'virtual hierarchy' is correct, even though there technically isn't anything virtual about it. It helps if you think of the hierarchy as a 'tierred system', and each tier affects the ones below it, so children inherit their parents rotational values, even in the foster parent system, although in the foster parent system this effect is eluded to and handled by Neo, rather than a given, in a traditional situation. 2) After I have a script that describes the positions, I feed it to Neo, who needs a single frame 'control' Gla in his dir, currently this has to be named "_humanoid.gla" but as functionality grows, I will just read the name in from a cfg file passed from the command line, so you can make new frames for other Glas, like the ATST and what not. 3) After I have my new Gla, I copy it over the _humanoid.gla in the _humanoid directory 4) I run Modview and look at the finished result. This process started to go very fluidly, when I make it so that I pass the script and whatnot from the command prompt the process can be fully optimized using batch files. Thats the immediate plans, I have been researching ASE format to see what I can do to make things more 'hands-on' and easier. Link to comment Share on other sites More sharing options...
Wudan Posted May 16, 2003 Author Share Posted May 16, 2003 Link to comment Share on other sites More sharing options...
Wudan Posted May 16, 2003 Author Share Posted May 16, 2003 I've uploaded GlaNeo and source again, the link is at the top of the thread. This latest version is functional, but Neo will be going through some changes as I go back and flesh out functions and make him command-line-argument-based. Link to comment Share on other sites More sharing options...
reaper1576 Posted May 16, 2003 Share Posted May 16, 2003 nice work man its coming along nicely cant wait to see the final thing Link to comment Share on other sites More sharing options...
Dark_One Posted May 17, 2003 Share Posted May 17, 2003 All I can say is wow ... and some other things of course. It looks very very good IMO. She doesn't hold the guns strange or anything. BTW are you considering making some sort of matrix mod, or do you have other plans (first time I see this, haven't been following) Link to comment Share on other sites More sharing options...
boinga1 Posted May 17, 2003 Share Posted May 17, 2003 Originally posted by wudan Holy smokes! Link to comment Share on other sites More sharing options...
babywax Posted May 17, 2003 Share Posted May 17, 2003 Are you limited in the amount of new animations you can have? (Not sure if you already said something about this, I'm not exactly a coding wizard ) Link to comment Share on other sites More sharing options...
Wudan Posted May 18, 2003 Author Share Posted May 18, 2003 Since I can rip animation sequences out with my tool and stitch them back together with ASk's tool, I could make an "MP" optimized GLA file, that wouldn't have a few thousand frames that are only used in SP, and would load a little bit faster for MP. For SP, well, you could rip out the anims not used in your SP pack, and put in the new sequences et cetera. However, for SP, you don't have the code access that we have in MP, but rumor has it that Raven speculates that you can probably use any of the animation names declared in the anims files in the source for MP and it'll work. Link to comment Share on other sites More sharing options...
Emon Posted May 18, 2003 Share Posted May 18, 2003 If the animation names are actually declared in a header in the source somewhere, then we're screwed for making totally new ones for SP unless we can use leftovers. Link to comment Share on other sites More sharing options...
Wudan Posted May 18, 2003 Author Share Posted May 18, 2003 The speculation is that SPs headers are like MPs, ie, there are plenty of leftovers. The only way to know is to try. CortoMaltes has been working in this area, if I recall. Link to comment Share on other sites More sharing options...
Pnut_Man Posted May 19, 2003 Share Posted May 19, 2003 Whoah there! Very exciting news Wudan! You've increased my hope for upcoming mods for jk2! Link to comment Share on other sites More sharing options...
reaper1576 Posted May 19, 2003 Share Posted May 19, 2003 Wudan with this in the future would we be able to create new Saber Styles as one of our main problems with the DF2E Jedi knight Mod is BOC with his to sabers? sorry if the question sounds dump i dont understand this side of stuff Link to comment Share on other sites More sharing options...
ASk Posted May 24, 2003 Share Posted May 24, 2003 Yawn, so my proggie is actually somewhat useful *wink* Good job, I never thought that you would fail us on this one. Get those animations going Link to comment Share on other sites More sharing options...
ASk Posted May 24, 2003 Share Posted May 24, 2003 as for the merger, I _think_ I hardcoded it for humans, because I did not want to mess with dynamic memory alloc, but changing it to work with all skeletons is a 5 minutes job, just change the arrays to pointers and add malloc/new where appropriate (after reading the bones number for instance) Link to comment Share on other sites More sharing options...
Wudan Posted May 24, 2003 Author Share Posted May 24, 2003 Yes, you hardcoded it for humans, but that was because your program was built as we were discovering new things about the GLA file. I have planned to re-write it, but it doesn't seem as high a priority as a few other things, namely, making the creation process much simpler. I'm glad to see you post on this topic, ASk I would have never thought of writing an app before you did. Right now I'm learning a few ins and outs of OpenGL and Win32 API. Link to comment Share on other sites More sharing options...
GSR_skywalker Posted June 11, 2003 Share Posted June 11, 2003 i get "error with kernel32" running win ME, not sure if its winME or there is a problem with my computer so what exactly does this program do? does it work alongside of jk2 or is it a standalone program? Link to comment Share on other sites More sharing options...
Obsidian-Jovani Posted June 11, 2003 Share Posted June 11, 2003 Kernel32 is related to Windows. It handles memory, I/O, and other stuff. Have a look at these sites for information about Kernel32: http://www.all-windows.com/kernel32.html http://support.microsoft.com/default.aspx?scid=/support/windows/topics/errormsg/kbkern.asp http://www.webopedia.com/TERM/K/kernel32_dll.html Link to comment Share on other sites More sharing options...
babywax Posted June 11, 2003 Share Posted June 11, 2003 The kernel is the core of the operating system, it handles the most basic functions. It is part of the operating system, not JO Link to comment Share on other sites More sharing options...
Wudan Posted June 11, 2003 Author Share Posted June 11, 2003 FYI, I'm still working on this project, it's been going slowly because I've had to start learning new stuff again and deriving new functions. There are now two programs, they will eventually be one program, Neo and the Construct. Neo is just a little DOS App, the Construct is a GLUT window that renders my skeleton hierarchy, soon enough we'll have more and more functionality. Till then, toodles! I'm not sure why / which prog gives you kernel errors, I know that the Construct was busted and I had the busted version posted, but it should be up now. No real reason to download it unless you like ... to do things like that. Link to comment Share on other sites More sharing options...
reaper1576 Posted June 13, 2003 Share Posted June 13, 2003 think the Gla Neo runs more stable under NT based Systems ME was just a dog food hybrid of windows 2000 and 98SE lot of mixed system files lot from win2k Link to comment Share on other sites More sharing options...
recombinant Posted June 13, 2003 Share Posted June 13, 2003 Originally posted by reaper1576 ME was just a dog food hybrid of windows 2000 and 98SE LOL! P.S. Wudan, what IDE is it that you use, and where might one download it? I'd like to try a non-MS IDE just for kicks. Link to comment Share on other sites More sharing options...
recombinant Posted June 13, 2003 Share Posted June 13, 2003 ...and where can I get the OpenGL library files that you're using? My compiler (MSVC) is complaining about their absence. Thanks! Link to comment Share on other sites More sharing options...
Wudan Posted June 14, 2003 Author Share Posted June 14, 2003 Good Q JediStone. I'm not using a Microsoft Compiler, I'm actually using a free tool called Dev-Cpp by Bloodshed Software - http://www.bloodshed.net, which uses the MingW compiler system. It comes with the OpenGL headers, I recently switched to GLUT but I think I'll be switching back to straight OpenGL today. Link to comment Share on other sites More sharing options...
Wudan Posted June 14, 2003 Author Share Posted June 14, 2003 Hmmmm... GLUT works on this Win2k Box no prob (had to do some slashing and bashing to get it to work, but it's going), so I'll just have a go at getting WinXP to work with it later Link to comment Share on other sites More sharing options...
reaper1576 Posted June 14, 2003 Share Posted June 14, 2003 Wudan wil you be putting together some sort of tutorial for the usage of Gla Neo Link to comment Share on other sites More sharing options...
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