Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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if this is intergers just remove htoi
yes you can concert 3D coords into 2D coords with projection functions, but I miss some infos to understand the purpose of the code
Hello hexa numbers can be converted into integer using htoi https://www.openspace3d.com/scoldoc/htoi.html
let _fooS strcatn "derived r from getmyhexcoordinates is: ":: (itoa htoi r)::nil-> string in// this shows -derived r from getmyhexcoordinates is: -100 in log
let sqrt (3.0 *. (itof htoi r)) -> squaretimesr in
let _fooS strcatn "square root of 3 times r is: " :: (ftoa squaretimesr)::nil -> string in // this shows "square root of 3 times r is: 0.000000" in the logyou can check the gallery plugIT that do a part of this as exemple.
Hello,
even if the plane is not infinite you can reset the camera position at some distance to make it look like infinite plane.
also it depends if you build a big texture with several bitmaps in it or several objects with several materials that repeats.
so you can try two approach, one is one big plane and a big texture where you draw the hexagons and insert the pictures.
or you use several hexagons mesh where you apply a material with a bitmap on it.
The second method look more flexible to me since it will be easier to get the hexagon click and the texture mipmap will be efficient. also the hexagons outside the camera won't be rendered.
So the plugIT should take a list or a folder of bitmaps, creates the hexagone and clone it at the good coordinates, creates the materials and apply the bitmap on each cell, manage the camera and camera position to reset the position at the opposite when the camera reach a side of the cells content.
Hello,
well it's not really simple since the tires are defined on the vehicle creation of the physics engine. Once the vehicle is defined you can't remove a wheel.
The only thing you can do is to destroy and recreate all the vehicle.
https://redmine.openspace3d.com/project … 3phys.html
What is the purpose of your need ?
To use the OS3D libs file you need to load them in order in the .scol file
_load "tools/os3dlib/tools.pkg"
_load "tools/os3dlib/2dglib.pkg"
_load "yourcode.pkg"
mainHello, you can gives the link to chatGPT maybe it will be enough
OS3D use it's own lib written in scol
load the file g2dlib.pkg, check the os3dplayer.scol for that
https://redmine.openspace3d.com/project … tools.html
Hello,
this is a window only API, and honestly I never used it ^^
you can try this https://www.openspace3d.com/scoldoc/_paintwindow.html
_PAINTwindow win; after the last button creation.
Yes please send me the file so I can add it to redmine
Hello, by default the console is disable.
Also the user partition is in my documents/Openspace3d
No need to duplicate the files in other partitions.
Os3dtools.pkg have several functions to read or write csv data
Hello,
The current ebook become old also, but it has a lot more complete exercices.
On demand I can sent a printable version of the pdf file.
I still work on the beta so the delay for the release still grow.
QT system on Linux / Raspberry is not functional anymore. I try an implementation of SDL library to manage default window on this systems. Once I get it work a new beta will come before the release.
Hello,
hit animation are triggered when they get an impulse from physics (like impulse point area), if a physics ray impulse touch them like a gun.
Hello! and welcome back ![]()
Scol tab can only handle one type.
If I understand correctly you want to search a value from 2 index.
The col name and the first raw value ?
what you can do is to:
- make a name list of the col names matching the col index
- get the index from the name to search in data
var sHeader = ["armor class" 0]::["up to 1-1" 1]::["1-1" 2]::["2-3" 3]::["Over 3" 4]::nil;;
//typeof data = tab tab I;;
// create data from row index list (-10)::0::10::nil
fun makeData(lrowindex)=
let (sizelist sHeader) -> headersize in
let sizelist lrowindex -> nbrows in
let mktab nbrows nil -> ndata in
(
//create row with default 0 value
let 0 -> i in
while (i < nbrows) do
(
set ndata.(i) = mktab headersize 0;
//set row index value
let nth_list lrowindex i -> index in
set ndata.(i).(0) = index;
set i = i + 1;
);
ndata;
);;
fun setArmourClass(data, name, level, value)=
let switchstri sHeader name -> hindex in
let sizetab data -> tsize in
let -1 -> ret in
let 0 -> i in
(
while ((i < tsize) && (ret == -1)) do
(
if (data.(i).(0) != level) then nil else
(
set data.(i).(hindex) = value;
set ret = 1;
);
set i = i + 1;
);
ret;
);;
fun getArmourClass(data, name, level)=
let switchstri sHeader name -> hindex in
let sizetab data -> tsize in
let -1 -> ret in
let 0 -> i in
(
while ((i < tsize) && (ret == -1)) do
(
if (data.(i).(0) != level) then nil else
(
set ret = data.(i).(hindex);
);
set i = i + 1;
);
ret;
);;
fun main()=
//set data = makeData (-10)::0::10::nil;
let makeData (-10)::0::10::nil -> data in
(
setArmourClass data "up to 1-1" (-10) 20;
setArmourClass data "1-1" (-10) 15;
setArmourClass data "2-3" (-10) 8;
setArmourClass data "Over 3" (-10) 6;
setArmourClass data "up to 1-1" 0 15;
setArmourClass data "1-1" 0 7;
setArmourClass data "2-3" 0 3;
setArmourClass data "Over 3" 0 2;
setArmourClass data "up to 1-1" 10 10;
setArmourClass data "1-1" 10 3;
setArmourClass data "2-3" 10 3;
setArmourClass data "Over 3" 10 1;
_fooS strcat "1-1 : " (itoa getArmourClass data "1-1" 0);
_fooS strcat "Over 3 : " (itoa getArmourClass data "Over 3" 10);
_fooS strcat "up to 1-1 : " (itoa getArmourClass data "up to 1-1" 10);
);
0;;output is :
1-1 : 7
Over 3 : 1
up to 1-1 : 10
I think you or I inverted "1-1" and "up to 1-1" order
Tu peux tenter de déinstaller le pilote. Redémarrer le PC et le réinstaller.
Sur PC portable parfois pour économiser de l'énergie, il peut utiliser la carte graphique du CPU au lieu de la carte accélérée.
Dans les paramètres de l'application de la carte graphique tu peux forcer le programe scol.EXE et / ou openspace3d.exe à utiliser le GPU. par exemple : https://www.autodesk.com/fr/support/tec … Works.html
Bonjour Samiux,
MMedia est déprécié, c'était la support des vidéos QT5 et Real media ^^ je devrait tout simplement le virer en effet. il ne doit plus être distribué d'ailleur, c'est surement seulement ton fichier usm.ini qui le référence encore.
Le log s'arrête au chargement du moteur 3D. Il semblerait que le pilote ai cassé quelque chose sur le système.
D'autres applications 3D fonctionnent sur le pc ?
pour les textures vérifies les chemins il ne faut pas d'espace dans les noms de dossiers ou les fichiers ni de caractères spéciaux.
Bonjour,
la qualité des ombres dépendent de la taille visible de la scène ainsi que des paramètres de distance et de qualité.
Pour une scène tel que celle ci essais en pssm.
Je suis entrain de revoir le system de build de linux / raspberry. je dois passer par des VM et cela est plus long que prévu, cela risque de retarder encore un peu la release.
il manque les textures pour la scène de la jungle, voici ce que ça me dit lorsque j'ouvre le XOS:
> Some files are missing in assets/models/converted/goldenmayantemple/materials/goldenmayantemple.material
> Some files are missing in assets/models/converted/goldenspikeboule/materials/goldenspikeboule.material
> Some files are missing in assets/models/converted/goldenwall/materials/goldenwall.material
> Some files are missing in assets/models/converted/suzannestatut/materials/suzannestatut.material
> assets/models/converted/goldenwall/materials/goldenwall.material has been rewrited with found resources path.
> Resource not found in assets/models/converted/goldenwall/materials/goldenwall.material script : jean_heon_old_games_compilation_remake/tijeux/jungle/mayantemple/goldenmayantempletexture.png on line 12.
> assets/models/converted/suzannestatut/materials/suzannestatut.material has been rewrited with found resources path.
> Resource not found in assets/models/converted/suzannestatut/materials/suzannestatut.material script : jean_heon_old_games_compilation_remake/tijeux/jungle/mayantemple/goldenmayantempletexture.png on line 12.
> assets/models/converted/goldenspikeboule/materials/goldenspikeboule.material has been rewrited with found resources path.
> Resource not found in assets/models/converted/goldenspikeboule/materials/goldenspikeboule.material script : jean_heon_old_games_compilation_remake/tijeux/jungle/mayantemple/goldenmayantempletexture.png on line 39.
> assets/models/converted/goldenmayantemple/materials/goldenmayantemple.material has been rewrited with found resources path.
> Resource not found in assets/models/converted/goldenmayantemple/materials/goldenmayantemple.material script : jean_heon_old_games_compilation_remake/tijeux/jungle/mayantemple/goldenmayantempletexture.png on line 13.
Lorsque je lance ton dernier lien j'ai bien l'image de la video d'introduction, je n'ai pas d'écran noir ?!
You're right ^^ I forgot about this change, and I made a mistake. you can use the previous version of the plugIT until the release
Hello and congratulations for your nephew ![]()
I didn't change anything in the control plugIT, maybe it's old but anyway send a simple exemple with explanation how to reproduce the issue and what is expected, I'll correct this asap.
Hello,
the OS3D 1.93 Beta 2 is there
It includes most of the feature based on your feedbacks.
You can try the Text to speech with many language voices with the updated and new Speech plugIT, Subtitle plugIT, Lipsync plugIT...
The chat GPT plugIT now have an option to set the API URL.
You can use https://jan.ai for exemple to download and use any AI model available offline. Then enable the OpenAI compatible API on local machine. This way you can use the local AI in OS3D with 127.0.0.1:1337/v1 set in the plugIT with no API key and maximum tokens.
This beta is stable enough if you want to start with OpenXR on Meta Quest / Pico
Hello,
I only have one week left before vacations, so I will deploy a Beta2 this week so users will have some time to try and test it. The release with updated documentation could come in the end of august.
Il est possible qui y ait un conflit entre les show / hide des instances et des items. En effet les show / hide des objets fonctionnent par hiérarchie, et un instantiate ou un item utilise le parent du groupe courant donc dans ton cas celui d'un instantiate.
pas simple à gérer cette histoire ^^