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Messages - Trevor

Pages: 1 ... 8 9 [10] 11 12
136
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 30, 2014, 02:44:53 pm »
I think I am in agreement with most of the suggestions.

"1) On Mouse Down: Do nothing. The current P/E/F if there is one should already be highlighted.
2A) On Mouse Move: Remove the highlighting. If the highlighted P/E/F is unselected, deselect the rest of the object and select just that part. The continue begin editing the mesh. What happens if you click in empty space? Deselect everything? Or edit using the existing selection(s)?
2B) On Mouse Up: If the mouse hasn't moved, Clear-and-Select, Deselect-One or Add-Select, depending on the button."

I would also question the 2A in relation to current standard.

As it currently stands (unless something changed and I have yet to notice) I can select a P/E/F and then click anywhere else and drag and the selected P/E/F will move.

the rest 1, 2B I agree with, if click on a new P/E/F then others should be de-selected and new one selected (or added to if ctrl-click)

but 2A means that you would have to keep clicking the P/E/F
... actually scrub that.... I think Im ok with it, but I do in fact now have another problem caused by this.
(Unable to modify Selection of P/E/F's)

ok, So, lets say you have n P/E/F's selected and you want to move all of them.

Do you:
just click and drag
Ctrl-Click and drag?

I ask because it seems that to simply click and drag would un-select all other P/E/F's and only move the 1... this is bad.


"and also does a "Headlight" effect, where the only light source is from the camera, thus illuminating the mesh no matter the viewing angle. This is my favorite in other modeling programs, and an extremely helpful aid to modeling."

Can I ask if you mean flat shading?
Set Ambiant to 1.2 and diffuse to 0.001 and click the combine button (=). is this the same effect?
(this flat shading is how I model for GF since the GE engine does not do lighting)
(Also of note, the reason for 0.001 is so that it keeps the texture assigned, if set to 0, the texture is removed)

Trev

137
Loving the new build.
I agree that line thickness should be remembered as I prefere the normal lines (1px)

I like the red highlight whilst in fast selection mode.
It makes it obvious that it will select something rather than alter something, which is one reson I dissabled it before now. Everytime I moved a point it would accidently select another point and move it. With the highlight I now dont make that mistake.

I also like the combinded Point/Line and face tool. Its good that if one desires one can disable a certian selection.
But it certianly does improve fill holes in that instead of having to switch to line mode, select the lines, then fill, then return to point mode.

Trev

138
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: November 24, 2014, 06:26:38 pm »
Plus 1 for uv tool and vertex shading.

Trev

139
Suggestion:

UV editor.

Now I know you have the projector, but any chance of having a full uv editor?

Currently I export my model to obj and import in a tool called lithunwrap. This tool is very good but its still an external program which requires export and re import.
If this could be integrated into an8 that would be awesome.

Main features are being able to drag vertices across a texture and have them shown in real-time on model.

One other drawback of lithunwrap is that it only shows 1 repeat of the texture and also no snap to grid.


Thoughts?

Trev

140
I can NOT confirm this bug as I followed each step and it did undo correctly.

However... The version I am using is 1127+. I checked for 1129 and it does not exist...???

Trev

P.S. I was to mention this before but forgot, Steve, can you re-enable the OGL Version string? Its usefull to quickly determin if im running SW or HW, and 1.2 or 1.5.
Did I ever mention that the 'New OGL' does in fact work much quicker (Ctrl-n / debug menu-NewOGL)

141
YAY it works :)

Code: [Select]
begin: InitInstance()
       creating main window.
       main window created.
       Anim8or = 0.98a (build 1127 +) 10-Nov-14.
       OS = Windows 98 SE  A  (4.10) build 67766446.
       CPU = x86 Intel Pentium model 2 stepping 7.
       creating final OpenGL context.
       UsingDummyWindow = false.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 1).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 9.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 9).
end:   Draw3DOpenGL::CreateContext() return value = 0x00010000.
       final OpenGL context created.
       creating child windows.
       child windows created.
call:  MakeCurrent(hdc, glContext).
       MakeCurrent() successful.
call:  theOpenGL->Initialize().
       theOpenGL->Initialize() successful.
begin: Draw3DOpenGL::ReadExtensions()
       OpenGL vendor: ATI Technologies Inc.
       OpenGL renderer: RADEON 9700 PRO x86/SSE2
       OpenGL version: 1.5.4454 Win9x Release
       GL_MAX_TEXTURE_SIZE = 2048.
       OpenGL version = 1.5.
       GL_MAX_SAMPLES_EXT = 7572380.
WARNING! excessive value for GL_MAX_SAMPLES_EXT, clamped to 32.
       determining actual maxSamplesPerPixel.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 2).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 60.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 3).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 61.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 4).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 61.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 5).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 62.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 6).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 62.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 7).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 9).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 10).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 11).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 12).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 13).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 14).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 15).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 16).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 17).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 18).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 19).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 20).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 21).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 22).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 23).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 24).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 25).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 26).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 27).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 28).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 29).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 30).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 31).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 32).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
       maxSamplesPerPixel = 6.
end:   Draw3DOpenGL::ReadExtensions()
call:  MakeCurrent(hdc, NULL).
end:   InitInstance().

Trev

142
YAY.

haha, aftewr 4 hrs its still loading...
its on 225200 at the moment moving at 20 a second

Trev

143
AHA!
I found out why an8 > 1103 doesnt load in HW mode.
Code: [Select]
begin: InitInstance()
       creating main window.
       main window created.
       creating final OpenGL context.
       UsingDummyWindow = false.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 1).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 9.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 9).
end:   Draw3DOpenGL::CreateContext() return value = 0x00010000.
       final OpenGL context created.
       creating child windows.
       child windows created.
call:  MakeCurrent(hdc, glContext).
       MakeCurrent() successful.
call:  theOpenGL->Initialize().
       theOpenGL->Initialize() successful.
begin: Draw3DOpenGL::ReadExtensions()
       GL_MAX_TEXTURE_SIZE = 2048.
       OpenGL version = 1.5.
       GL_MAX_SAMPLES_EXT = 7572332.
       determining actual maxSamplesPerPixel (failures OK).
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 2).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 60.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 3).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 61.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 4).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 61.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 5).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 62.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 6).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 62.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 7).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 9).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 10).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 11).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 12).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 13).
...
...
...
...
And so on...
And so on...

So, the GL_MAX_SAMPLES_EXT = 7572332. is clearly wrong and should be 7, not 7572332

Now, I guess to test this theorey I should waut untill it reaches this number ...
in fact I will... ... *waits Patiantly... Has dinner... Still waits*

144
Ongoing Anim8or Development / Re: Layers
« on: November 01, 2014, 12:13:27 pm »
Thats actually a really great idea.
1 button override for render awsome.

Trev

145
Hmm... so... that explains a lot. Thats why games slow down in extended desktop mode.
Apart from Superfast an8, its always fast :) even on a 233Mhz CPU of my laptop I used to use.

Ok, so, whenever I use the 9700 or the x800 in single monitor config with full HW accelleration an8 dies after v1103 (Of which prior and inclusive of 1103 all work flawlessly in both HW and SW modes).

With that in mind and the OGL version is irellevent, what could be the cause of the fail of builds 1108-1122?

I mean, I only jumped on OGL because of the version difference.

I Suppose, the other difference is all the ARB Extensions in HW mode.

"(I didn't even know that Win98 was still legal!!!   )"
hahaha, I have a lot of legacy stuff and while I can tripple boot into 7 and 8 as well, An8 refuses to load in those OS's (Any version of an8) hence I always use 98 for modeling and server. Basicly, I loaded 8 for testing purposes before giving tech support on it, and I loaded 7 for the same reason.
One little caviat to these 2 OS's is internet TV which now no longer works in IE6 and flash 11 on 98.


As for CAD stuff, amazing, Im really enjoying the features.

The default layer and copying from layer to same layer is great.
Didnt you say there was some sort of click combo to set default in the toolbar? So far I cant find it and I have to use the Options>Layers dialoge.

I love DebugA Mode.

My Next suggestion to basicly call the DebugA mode complete is to add angles like in a picture I posted in the CAD thread.
90' angles could be skipped or have the little square Right Angle symbol.
In addition to the numbers you could embrace them within a coloured ark (say red, so its different to the legnths) and if the ark is too big for the line on screen then the text is removed untill you zoom in sufficiantly to allow the text to show within the ark.

I havnt tested all this PNG stuff as I have no use for it.

Trev

P.S. I have just throught of another suggestion.
Can we set a default preferance for Texture mode so that I can have all new mtls 'Darken' instead of decal.
Darken is the default OGL and N64 way of using textures with diffuse colours.
I notice however others including yourself will want to keep using Decal. Im not sure why. Before I got into modeling I used the default but now I always use darken because it allows you to colour textures or shade them darker or bright depending on where they are.

EG, I can have 1 dry mud texture and darken it to 128 and it will now look like wet mud.

146
Oh My... I just got 1121 to open.

I was messing around with a different video card that allows dual screen in 98 (the 9700 Pro) as the x800 while works on primary screen doesnt support the secondary unfortunatly.

When using single monitor the 9700 has all the same drivers and OGL stuff that the x800 has, just a little slower.
So, when I ran 1121 it still didnt start.

HOWEVER...

When running the 9700 in a dual monitor configuration, an8 says its using OGL1.1 instead of 1.5.
Just out of curuiosity I tried 1121 and voala... IT WORKS :)

So, OGL 1.5 is broken in 1121

Now to test these CAD amd layer features Ive been dying to try :)

Trev

147
"you should use a material transparency of 1 because that uses 100% of the transparency from the texture"

This is fine so long as you model with Seperate colour/alpha textures.

If you model with single textures (to maintain constraints for old HW such as the N64) then the use of material alpha with a 1bit alphamap is definatly required.

E.g. One texture mode for the N64 is 4Bit Greyscale (I/A) where the 4Bit grey colour is copied to the alpha chanell.
So, for text, I would use a 4Bit IA type, if I have the texture as opaque then it is simply shows a black box with white text on it.
If I set it to transparent then it should work with the texture copied to the transparency map.
if I wanted the text to be further transparent I would set the mtl alpha to .5

This method does not work as shown above, the only way to simulate it is to set the mtl alpha to 0 and then set the transmap to 50.


The good news is that anything requiring 1bit alpha (selected in texture mode - Darken, Alpha Mode Final) works fine with mtl alpha.

Trev

P.S. Oh New Build, testing...

doh... looks like im stuck with 1103

148
This issue can be solved by setting the transparency to 0 and then setting the transmap to 50 (or whatever percentage you want)
You will only see the bounding box in the OGL workspace but it will render correctly.
If you need to export the model then apply the same percentage to the transparency value (e.g. 0.5) and export for compatability with other modelers/games

Trev

149
"How to Report Bugs Effectively"

I assume that was directed at me.

I do have my OS next to my name and have already posted a screen of the OGL stuff recently before so I didnt think it nessesary to post it all again.

However, it it a good point as something could have easilly changed and more than likely Steve may have forgot, so here it is.

OS WIN98se + KernelEx4.5.2 (Versions above 0.95 dont run without KEX)
OGL 1.5.4454 ATI RADEON x800/SSE2 + a huge list of extensions e.g. GL_ARB_shadow

With a dual boot to Win7 an8 fails to run with any version in any compatability mode, but this I think is a seperate issue.

I have no problems with 1103 at all, so something has definatly changed other than the requested CAD stuff.

Trev

150
hmm... 1115 doesnt load either. it exists in task manager and the autosave complains if a session is open, but not wndow or taskbar button shows.

sorry,
Trev

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