Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
Vous pouvez changer la langue de l'interface une fois inscrit - You can change the language once registered
You are not logged in.
Hello,
for now there is no function to retrieve the current system language.
But you can create your app for multi language, and export the app for each language for android store.
Just change the app language in the project settings.
For example to set the sound file depending of the language.
On init -> sound.Change sound
in param : "path/to/mp3/mysound_%Language%.mp3
%Language% will be replaced by english, portuguese....
(do not forget to add the sounds files in the ressources tab in this case)
Other method using several sounds plugit and choose language on trigger.
something trigger -> switchcase.Input
%Language% in link parameter
and then depending on the language the swtichcase trigger the corresponding event.
Hello, What if you use the theme editor to creates a Cyrillic theme with ttf font ?
Bonjour et meilleurs vœux pour 2024 ![]()
merci je vais regarder pour le plugit draw.
concernant le plugit Clones la quetion est comment on saurait quel plugit utilise l'objet a cloner.
Avec le plugit instantiate tu peux précharger les instances en les chargeant cachées.
Peu être que la solution serait d'ajouter des actions au plugit instantiate pour par exemple charger les objets 3d cachés et de lancer les plugit que lorsque qu'on les affiche ?
Bonjour,
voici le projet corrigé, j'ai inclus quelques commentaires dans les plugits.
Pour le laser il suffit de l'attacher par défaut au dummy pour que la position initiale à 0 0 0 corresponde à celui ci.
J'ai ajouté une contrainte slider pour contraindre le vaisseau sur l'axe X.
L'object follow sur le dummy est inutile, le dummy étant déjà enfant du vaisseau.
La documentation des API est mise a jour sur le redmine.
Par contre suite a une corruption de la base de données du redmine, j'ai du remettre un backup de 2021...
il est possible de des comptes et des tickets eu étés perdus.
le code se trouve dans le fichier cplayback.pkg, l'éditeur ne correspond pas ^^
coches juste l'activation au démarrage, le son du micro sera renvoyé vers les haut parleurs.
Bonjour,
voici un plugIT test qui renvoi l'entrée audio dans les enceintes.
https://www.openspace3d.com/rsc/samples/playback.zip
(il est possible qu'il se trouve déjà dans la catégorie media des plugITs vu qu'il semble que j'ai oublié de l'enlever ^^)
Avec les bon codec de compression je pense qu'il serait possible de faire de la VOIP.
A tester si cela passerait avec le serveur de communication en Java.
Je vais voir à mettre a jour les docs des API.
Hello,
web browser support was working a long time ago, when we were able to use web browser plugins. Now the only way should be to built it over webgl. It could be possible, but this is a huge work we can't afford for now.
I'll look on recast ![]()
You're right I forgot to upload the updated doc ^^, it's online now.
I didn't had time for now to write a new ebook.
Hello,
OpenSpace3D 1.92 is done!
Enjoy the PBS materials and all the features you helped to implement.
https://www.openspace3d.com/newsactualites/
1.92 - Changelog
PlugITs:
- Add network Instantiate user
- Add network First user
- Debug plugit can now get current log entries
- Remade Target plugIT to behave in a more understable way
- Add Set object action to several plugITs (Target, Object control...)
- Update Items plugIT with more actions
- Update Joypad plugIT with device index parameter
- Add Lookat action on FPS plugIT
- Add Physic tools Actions to use with Items plugIT
Editor:
- Add roughness / metalness to the material editor
- Add cube and cylinder objects in material editor preview
- Add Rect light type and params
- Add VR Passthrough template and example
- Update demos
- Show lights range using a spheric helper
- Correct VR dialog box transparency
- Update documentation
Core / Scol:
- 3D Engine:
* Update to latest Ogre3D version
* Change default shader system to Ogre3D RTSS with custom behaviors
* Add SO3_LEGACY material scheme to keep old shader system
* Better skeleton conversion when importing 3d models
* Import Roughness / metalness textures when importing 3d models
* Make shadows to behave better with other occluding lights
* Reorder textures by type to avoid strange results
* Correction on SO3WidgetSetTopOnFocus
* Make lightshaft fit the light params
* Add Rect light type
* Correct stereo pixel format for MS mixed reality headset
- Speech recognition:
* Add support for Android platform using Vosk offline speech recognition library
- OpenXR:
* Update OpenXR SDK
* Manage Pico hand tracking
* Detect pinch gesture when no Oculus extension available
- Joypad
* Manage device index to allow the user to choose the joypad to use
* Add rumble function for compatibles Joypad
- Audio
* Add input interface for recording
Je pense oui, tu crés les éléments cachés et tu les affiches, comme ça l'image est deja chargée.
Check aussi la taille en pixel de ton image, des fois qu'elle soit trop lourde pour rien.
Hello, yes I still have to update the documentation and I will be ready to launch the next release.
If you want to switch the target object using the target plugIT be sure to have the same axis direction on your objects. Also use the "Get object" plugit to retrieve the correct object name (the one displayed in the tree is mode clear but wont work as it)
Bonjour Samiux, le plugIT items est principalement la pour créer des items à collectionner (par exemple des pièces ou les anneaux dans sonic)
On peux ajuster certains comportement avec le plugIT physics tools.
Pour un control complet on préféra le plugIT instantiate qui lui permet l'utilisation de n'importe quel plugit sur l'instance.
https://redmine.openspace3d.com/project … ions/13680
About haptic feedback, I don't think it will be possible since this is really related to the devices drivers.
I could make it with a particular device with a given sdk.
It wiil be corrected in the next release.
Dialogs also now manage the top on focus
Hello,
button plugIT set the button in foreground widget list (I don't remember why).
I think the dialogs should be the same, with a top on focus enable too.
The marchine learning plugit was a test for 2d coords recognition, for example with the mouse pos when drawing a circle. It use opencv machine learning.
The Addsourcescol plugit was made by IRI, it is a bit deprecated since you can add code in the plugits links
The issue with machine learning is the size of the dataset, for example if you want the camera to recognize some objects, you can do it with opencv for example, but you will need to train a dataset of the objects you recognize, or found an already trained dataset.
I would like to look at recast with or without the Ogre plugin for a while, but it will take time since we will have to make an editor in OS3D to make navigation meshes. I wonder if you can use the physic engine collisions to make them.
For the next beta I still work on materials to make the RTSS shaders a bit more flexible (for example I corrected the reflection map coef alerady)
Yes the material scheme can be changed dynamically with the rendering scheme plugIT (shown in expert mode set in OS3D settings)
Samiux, a sample for your canon is available here :
https://www.openspace3d.com/rsc/itemsexempleeureka4.xos
About the video recording, OS3D/SCOL only include FFMPEG video decompression at this time, the adds of video compression should be needed to make such a plugIT.
Hello,
it took a while, but the Beta 3 is finally available!
OS3D now support Rect / Area lights from the last Ogre3D update
Default materials are now using the Ogre shader generator system, this adds the support of PBR material with a roughness / metalness texture. On the texture roughness must be set on the green channel and metalness on the blue channel.
You can try to import any GLTF / GLB models with PBS material.
The previous home made shader generator is still available, if you want your app to keep the old rendering materials, just choose the "SO3_LEGACY" material scheme on your scene.
Items plugit is updated to allow to remove an item from it's pos index, also remove all items was missing
The Physic tools plugIT add the possibility to set the object without resetting the previous one, so the previous object keep the physics settings set before. (needed for items)
Windows mixed reality compatibility with OpenXR is back.
> Error while adding the mesh named "mrprays_mprray2" from assets/models/converted/mrprays/meshes/mrprays_mprray2.mesh, verify that the file exist.
can you make a pkos file please
In accordance to the glTF2.0 specification, roughness is sampled from the G channel and metalness from the B channel.
The Ogre vulkan API still lack of multiple render target used by our engine. I'll try to see if I can change this when I'll have time.
nope it's not AI ^^
It's the use of last Ogre RTSS shader generator with the possibility to use roughness texture for PBS rendering.
I hope to be able to get it out soon.
Can you send me your sample so I could better understand your need with items plugIT
Here an example to disable gravity on loaded item
https://www.openspace3d.com/rsc/items_gravity.xos
Yes this is because of the target plugIT change. It's corrected for the next beta.