Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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thx, now i see the whole list of text lines, and then "hello world" at the bottom...is this what i should be seeing?
colleagues:
i wrote the following text in a .scol file
_showconsole
_fooS ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>Hello world !"I placed the file in theDocuments and Settings\ADMIN\My Documents\Scol Voyager\Partition_LocalUsr\scol_programs folder. When I run the script, I see a sequence of functions listed by no "hello world":

Am I missing something?
Yes, Sylvain Huet made an english version : Tutoriel Scol_us.pdf
Thanks! I'll start there.
This document seems to be the most comprehensive discussion of the language (or am I wrong about that?). Is there an English transalation available?
i removed the file names and folders that included numbers and "." symbols, looks ok on my winxp piv with geforce fx5500 and win7 i3 core with intel hd graphics 3000.
i'll rename the files without dots or numbers.
not3 to self: no spaces and forget about those dots!
I added an idling spaceman to the monster, the two of them look like the beginnings of some kind of (rock? techno? ambient? metal?) band.
Next I'll try to attach the spaceman to the camera shell...I'll probably need some help in making it so that he automatically walks with the arrow keys and then goes into a default idle animation (which is in the scene) when none of the arrow keys are pressed down.
It works too.
On Seven / GeForce6600GT virtualized on my Ubuntu linux
does os3d work on linux? that's a great plus!!
i'm going to try something more exotic when i get to it, a procedural stone shader i exported and recoded from rendermonkey (deadware). i'll be posting it to the ogre3d wiki.
yes !
on mine too
on the one that was giving you problems the other day?
I posted this feature to redmine; it's part of the newton physics engine:
hello people let me know if this shader works...it does not use a cubemap, and is taken straight from the ogre demos files:
http://www.ifam.net/openspace/newwelded … index.html
[i cleaned up the most obvious seams in the monster and snapped/welded vertices that I could]
nope ... still the same
does all the paths good in material ?
i think i'll post a .zip of the project and all the subfolders for you.
-h
arkeon does the shader work in my showcase scene?http://ifam.net/openspace/xpfriendlymon … index.html
doh! no luck on my nvidia 510gt the shader don't seem's to work (or again a material problem)
really strange about the ambient, maybe a shader interpretation issue on this graphic card (and again)
all this shader stuff is a bit hard to predict, different os', different cpu's and gpu's. i guess that's why ogre allows for fallback techinques, so i'll put one in this monster's material.
arkeon did you mean 510gt or 5100gt?
ok this version of the shader works on my gma 3000 (win7 laptop) and geforce 5500 (winxp desktop). fwiw it is a two pass shader:
http://ifam.net/openspace/oldgreatraceshader3/web/
for some reason authoring the scene on the win7 machine allows the ambient color for the scene to be black.
btw this shows that my gma 3000 can at least handle a two pass shader, fwiw.
what do you mean "you can not change the ambient" do you mean this didn't affect the 3d model or you can't change the ambient value in the interface ?
When I set the ambient color by right clicking 'scene' in the scene tree, setting the color to black does not make the ambient color in the scene turn to black.
Hmm. I authored the scene on my win7 machine, and the black ambient color looks black.
Cool, but two point concerning your modeling:
I assume that you mirrored an half of the model, cause there's a little overlap at the center of it...
And you may have to add some vertex and remap your uv mapping for the torso part, to limit the stretching of the texture.
I'm not worried about the torso underside since youaren't meant to see that in a scene but about the overlap, yes, I'll fix that with my modeler. I just have to track down that file, which is an old one (which I updated with the ogre mesh upgrader.)
I simply do not manage this case in the script detection
Don't forget the redmine.scolring.org for feature requests
I'lll just declare all the filenames in the .material script itself then as you did. Thanks for the link to register with redmine, I did that and assigned this problem to 'low priority' since it's something that a nonprogrammer like me can work around.
reposted scene with the longform cubic texture declaration to:
http://ifam.net/openspace/oldgreatraceshader2/web/
but now in the openspace editor I can't change the ambient color to black! The darkest I can get the ambient color is gray...maybe I'm missing something somewhere.
Perhaps it's just my winxp machine getting older, or perhaps it needs a restart. too late to troubleshoot that today.
-h
I simply do not manage this case in the script detection
Don't forget the redmine.scolring.org for feature requests
How do I login to redmine?
ok saw something
the shader can not start because of th nm.png combinedUVW
OS3D need real files names (I could manage this anyway)
replace by
cubic_texture oldgreatraceshader/nm_fr.png oldgreatraceshader/nm_fr.png oldgreatraceshader/nm_bk.png oldgreatraceshader/nm_lf.png oldgreatraceshader/nm_rt.png oldgreatraceshader/nm_up.png oldgreatraceshader/nm_dn.pngit works ^^
great! perhaps sometimes os3d cannot add the cube map texture...I will edit the text of the .xos and see what happens.
arkeon what do you see here:
http://ifam.net/openspace/oldgreatraceshader/web/
i will recheck the paths, and take the shader declarations out of the .material file and put them back in a .program file. the gpu on my xp machine is pretty old, a geforce 5500; is supports shader model 2.0, wherease my laptop gma supports up to shader model 4.0
eesh, as we say here.
-h
must have been a path problem with my own shader that was not working, after some editing, it works, showing that openspace can handle one shader that is not in the shaders example. i also removed the .program file as you can put all the shader delclarations in the .material file, one less thing to go wrong.
ack, now the shader works on xp but not on win7; the monster is blue on win7 but shows up fine on xp....once i post shaders that behave differently on different machines i'll have to script the html with sniffers.
colleagues:
what rendering system is default for os3d? directx or opengl? i have an old version of rendermonkey that allows you to export directx shaders.
oops...found the answer: http://www.scolring.org/forum/viewtopic.php?id=184
hmm nice monster
but the normal bump shader don't seems to work ^^
i used material 07 from the shaders example....the lightest weight cpu wise. ![]()