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Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology

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#26 Re: Suggestions » [SUGGESTS] New scolring version » 29-May-2012 20:55:49

Not tested your proposal yet, maybe tomorrow.

#27 Re: 3D » [REQUEST] To write a 3D tutorial » 29-May-2012 20:54:18

Did you saw my blender videos? It's not a modelling classe, but there's tons of modelling tutos for blender over the internet. Do you want another video with more complex objects (blender armatures, normal map, shader usage...)?

#28 Re: Openspace3D » asking permission » 29-May-2012 20:51:26

Hi,
You right, there's no visible licence about the documentation content...
I think it's LGPL or something like that, as other OpenSpace3D stuff, but as I'm not sure that it is really the case, let me check with my colleagues first, I'll give you a response asap smile

#29 Re: Openspace3D » Tutorials - os3d » 29-May-2012 20:48:13

Yo, what's up smile
For compil tuto and all stuff in this forum, np for me, i already considerate this stuff as public and free, so np for scolring linking.

#30 Re: Openspace3D » component needed when playing html5 video » 29-May-2012 20:44:44

Notice also that as a development version, there's of course some bug corrections, but some can be introduced too, as we not tested everything! We try most of the time to keep the development dll clean as possible, but you had to be warned smile

#31 Re: Openspace3D » if google sketchup can be exported to play in firefox on openspace » 25-May-2012 11:24:38

First, simply do your application in the editor. Then export in a web page using the "export" menu, openspace3d takes care to upload all the needed stuff (xos + 3d models) to your server via FTP.
For a final user, when he connect to the website, the needed data is automatically downloaded and played.

#32 Re: Openspace3D » if google sketchup can be exported to play in firefox on openspace » 23-May-2012 08:29:48

For my part, sorry, but i really haven't catch what your need is... Please reformulate your question smile
Try to explain firstly what you have done, you talk about AR in your last post, but nowhere else in the topic... How can we have correct response if we even don't know what the subject is about?
Then explain what is the "output" (or comportment) you wish for your application, and what you have instead...
Any further information making understandable your application and your intends to us is welcome too, we do not read in minds (yet)...

#33 Re: Openspace3D » error when replacing SO3engine » 21-May-2012 09:56:06

Of course we know what we are doing smile
We upgraded the Cef library, so replacing just SO3engine dll is not sufficient, libcef.dll / chrome.pak / and "locales" directory must be downloaded too in order to make it work smile

#34 Re: Openspace3D » make project like 3dscene » 21-May-2012 09:49:24

Please take the time to explain exactly what your problem is, I know that it's not always easy for people whose English is not the birth language, but it's neither mine, and if you don't describe exactly what you want to achieve, we can't help... Maybe it'll sound "rude" to you, but your request is not understandable to me...

#35 Re: Openspace3D » How to add skybox? » 14-May-2012 16:59:04

Did you added the textures resources to openspace3d too... ?
Otherwise, your material is incorrect, that's not a skybox material... It do not contain a "cubic" texture, so it can't be used as a skybox. It should be something like:

material planet-skybox
{
	receive_shadows off
	technique tech-skybox
	{
		pass pass-skybox
		{
			lighting off

			texture_unit sky_map
			{
				cubic_texture xx/skybox/semesta.jpg separateUV
			}
		}

	}
}

With your 6 image files named (http://www.ogre3d.org/docs/manual/manual_17.html#SEC83):

semesta_bk.jpg
semesta_dn.jpg
semesta_fr.jpg
semesta_lf.jpg
semesta_rt.jpg
semesta_up.jpg

When it comes to materials scripts, or Ogre's related script, Ogre's manual is very usefull: http://www.ogre3d.org/docs/manual/index.html#SEC_Top

#36 Re: Openspace3D » environment setting » 9-May-2012 15:06:32

Hi,

The sky is rendered as a "dome" (as in most engine I know), but the dome mesh is generated in SO3Engine without possibility at this time to alter it with Scol code...
And even if a full sphere was generated, I'm not sure that the shader which is used to render the sky on the dome will render the night sky as you wish below the surface.
Maybe that if you want a full environment night sky, a SkyBox will be a better solution? There's a tool that generates some pretty one, I think about SpaceScape.
You can generate a cool skybox with this tool, then add resources to your scene, and finally add a skybox with a right click on the scene tree.
Furthermore, the rendering will be faster than with the integrated skydome (but you will loose stars animation, which is, as far as I understand what you want to do, not mandatory for your case).

#37 Re: Showcase » Physics and Augmented Reality » 3-May-2012 18:02:38

Nice one!
The new version of the marker detection runs more smoothly that the one in the 1.0 version (an update of the voyager should be prepared this month, or maybe the next)!

#38 Re: Openspace3D » Finishing the Project - Thanks » 16-Apr-2012 08:55:18

Nice, I'm happy to ear such things smile
Good job!

#39 Re: Openspace3D » Particle Emitter » 12-Apr-2012 15:19:33

The most important parameter to change are "particle_width" and "particle_height": they are in world unit, so in your script, and as a world unit is one meter in OpenSpace3D, 14x26 meters! Try to divide them by 10 (1.4 and 2.6) or anything else smaller if you need, as far as you keep the ratio width/height.
You will certainly have to divide by the same amount all the "velocity_" tags too, as they are in unit per second (for example velocity = .6, etc...).
The width/height/depth of the emitter too (and maybe the affector value too).
As every Ogre's scripts, you can find useful information in the Ogre Manual smile

#40 Re: Openspace3D » Particle Emitter » 12-Apr-2012 11:03:29

http://www.ogre3d.org/tikiwiki/Particle+Accelerator is very good too.
The problem with those 2 tools is that sometimes you will have to modify the script manually to be sure the particle is at the good scale (those tools use a huge scale for an unknow reason).

#41 Re: Openspace3D » Runtime error at 101:1153 Out of Range! » 2-Apr-2012 16:04:06

There was indeed a small error in the v1.0 setup, it's now corrected. So if anyone had the same problem, it should be safe to download the setup again, and install it (any feedbacks are on this are welcome).
Sorry for this, we are really confused sad (don't worry, the guilty guy had been identified, I will flog him myself... Arkeon, come here, don't be afraid lol).

#42 Re: Openspace3D » I saw some bullet physics activity on redmine...no more newton? » 9-Mar-2012 10:34:56

Yep, the goal is to have an abstracted physic engine, allowing to change the low level physic engine "on the fly" (without re-launching OpenSpace3D). And I hate those Ogre/Physics binding, so I do not want to have to deal with OgreNewt anymore (I do not find that it's logical to embed physics IN 3d, it's much a game engine subsystem of the same level, not contained by it).
The system architecture is done, but all the code to bind to newton and bullet is just started. I worked on it a little, but in my free time, which is already precious smile
The code is a dedicated branch, feel free to check it out.

#43 Re: Openspace3D » Alpha channel problem » 29-Feb-2012 16:20:51

Ok, for a tree, use "alpha_rejection" on the pass (http://www.ogre3d.org/docs/manual/manual_16.html#SEC54). It takes a parameter between 0 and 128, which will be used for checking if the value in the alpha channel is upper or equal to it. If so it will show the colour on the rgb channels.
You can also use "alpha_to_coverage on" for better quality (smoothed edges between transparent/visible).
<edit>gasp arkeon got me again, bip bip</edit>

#44 Re: Openspace3D » Alpha channel problem » 29-Feb-2012 09:45:49

For transparent objects, the related material parameters are "depth_check"/"depth_write": http://www.ogre3d.org/docs/manual/manual_16.html#SEC49

#45 Re: 3D » texture » 27-Feb-2012 16:55:25

For my part, I prefer use the "Mark seam" on edges, and use the "Unwrap" command... It took a little more time but this way the uv is far cleaner.
Here a model I started this w-e, on which you can see the seams in red, and the generated uv map:

Blender%2520%255BCUsersJeffDesktopBeebee27.blend%255D%252027022012%2520164946.jpgbeeTextureLayout.png

Smart UV Project is good for simple/cubic models, but I recommend you to start using the unwrap method, it's allways useful to know how to use it wink

#46 Pub - Café » ACTA, inform people around you! » 22-Feb-2012 13:55:40

Nodrev
Replies: 0

Usually, I do not give my opinion on this kind of subject publicly, but I think that it's sufficiency dangerous to inform everyone about this new threat around the internet, and the open-source/free projects.
The name of the charged is ACTA, which means "Anti-Counterfeiting Trade Agreement":
ACTA

Like lots of other law project currently debated (or already voted, like our national Hadopi), it will put in place a global surveillance system, but the concern for which I was shocked about the most is the ambiguity of the status of open-source project in this text: it could be interpreted (as some parts are not very clear) in a way that will simply put open-source illegal!
Lots of other points need clarification, starting by WHO is redacting this agreement?

For some of our worldwide friends (those from Japan, United States, Canada, Australia, New Zealand, Singapore and South Korea), the agreement had already been signed, but for EU, it's not too late!
Please look at http://www.stopacta.info/ to get more information, and talk of it around you!

#47 Re: Openspace3D » Defect in the mesh » 22-Feb-2012 13:30:19

I may have misread your post: did you mean that when you are close to the mesh, all triangles are visible, but when you go further away, some disappears?

#48 Re: Openspace3D » Defect in the mesh » 22-Feb-2012 13:28:14

The first thing that came to mind is that it could be some inverted normals on some of the mesh triangles.
Which modeler are you using, and which exporter?

#49 Re: Openspace3D » problem with installation » 13-Feb-2012 11:48:00

Did you installed Scol plugin and OpenSpace3D with 'administrator' privileges? We already have some reports of bad installation if you have not full rights on your computer...

#50 Re: Openspace3D » Erro d3dx9_43.dll » 3-Feb-2012 14:41:44

Prefer this link if any of your computers do not have access to internet (setup package of directX instead of web setup).

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