Herr Otto Partz says you're all nothing but pipsqueaks!
Started by Cyberman, July 23, 2004, 08:15:12 PM
Quote from: Chulk on October 13, 2008, 07:31:35 PMCan you recommend a good 3d shaping tool?
Quote from: Chulk on October 13, 2008, 07:31:35 PMCAn we create custom paint jobs? I mean with drawings or names or anything like that?
Quote from: Mark L. Rivers on October 14, 2008, 11:10:48 PMHave you a workaround to suggest me?
Quote from: Duplode on October 14, 2008, 02:13:27 AMIf you enter integer values, Anim8or will export them without adding decimal points, which in turn will make Stressed fail to import the resulting .OBJ (as it expects input with decimal points).
Quote from: Duplode on October 14, 2008, 02:13:27 AMPS2.: Dstien/Zak, could you please make this topic a sticky?
Quote from: CTG on October 15, 2008, 04:47:39 AM1, Can you give labels to polygons to help grouping in Stressed (or are you planning to give an option like that?)? That would be a very useful aid for car designers!
Quote from: CTG on October 15, 2008, 04:47:39 AM2, Is it possible to change the position of speedometer and RPM indicator sticks?
Quote from: CTG on October 15, 2008, 04:15:48 PMI also have some questions: Do you know how to convert any downloaded pictures into Stunts compatible indexed 8-bit PNG to change the horizont or any other .pvs files? Have you thought on a user friendly CarBlaster with easier and more didactical handling? Is there any site for uploading and downloading new cars? What about the sound/music decoding? (sorry for asking too much but this topic is more than interesting! )
Quote from: CTG on October 15, 2008, 04:15:48 PMIs there any site for uploading and downloading new cars?
Quote from: CTG on October 15, 2008, 04:15:48 PM(sorry for asking too much but this topic is more than interesting! )
Quote from: Duplode on October 16, 2008, 12:40:57 AMcould you change the 3D shape exporting function so wheels are exported as hexagons and spheres as lines?
Quote from: Duplode on October 19, 2008, 11:52:46 PMDstien updated the Wiki solving the riddle of how the angular culling bytes (Unknown1 and Unknown2) work - a very cool find, I'd never have the insight of looking for bit-level data structures!
Quote from: dstien on October 20, 2008, 01:59:16 AMDoes it work as intended if you comment out line 484 of src/shape/shaperesource.cpp?
Quote from: dstien on October 20, 2008, 01:59:16 AMI've tried to come up with a way to visualize the culling data using four discs. The two outer ones in green (first facing up, next facing down) are part of what I've called "horizontal cull data". The two inner ones in yellow are "vertical cull data". This screenshot probably illustrates this better than my incoherent English:Set bits are marked with red/magenta. The patterns are clearly matching the model's vertical or horizontal polygons. I'm not quite sure how it works for inclined surfaces, so I haven't attempted to implement an algorithm for generating this data yet. Maybe you can help me making some sense of it with your academic background?
Quote from: Duplode on October 19, 2008, 11:52:46 PMPoints 3 and 6 define the inner radius of the wheel (or the radius of the wheel proper) on its internal and external faces, respectively.
Quote from: Duplode on October 20, 2008, 06:01:06 PMVery ingenious scheme... After looking with a puzzled expression at all the colorful tiles for a while, I got to understand it properly... except it is still not clear to me what is the purprose of the negative direction half (mask 0x0001FFFC / the underside of the disks) of the culling data, as I (maybe for not looking that hard into it) could not find any example of in-game shape where one might identify which viewing directions are covered by it.
Quote from: Duplode on October 20, 2008, 06:01:06 PMAnd finally, a rather wild suggestion on how to make the displaying/editing of culling data more transparent (if a bit more complicated): Perhaps the program might read the unknown flags, display them as checkboxes and then display the remaining 30 culling bits as a pair of 5-digit octals. That way, each octal digit would amount to exactly three circle sectors, and thus one would be able to read/write patterns more easily.
Quote from: Duplode on October 20, 2008, 06:01:06 PM(Edit: the original post mentioned dividing the 32-bit set by 4, rounding down, to drop the final bits, which is obviously pointless if you can just pick the 30 initial bits and do whatever you need with them...)
Quote from: dstien on October 21, 2008, 03:03:54 AMLook at polygons facing down, such as the bottom of a car body.
Quote from: Duplode on October 13, 2008, 01:56:36 AMAs for the vertex list remarks, there is another relevant characteristic of Stressed 3D editor associated to that issue: when you pick a polygon and edit one of its vertex coordinates, what Stressed actually does is to create a new vertex and replace the original one in the chosen polygon, instead of updating the old vertex position. Not only that makes it necessary to adjust all adjacent polygons to displace a vertex, it also means large-scale edition of complex 3D shapes with ~200 vertexes (some of the more detailed car0 shapes, like Corvette and Audi, have about that number IIRC) is probably impossible under Stressed.
Quote from: Duplode on October 22, 2008, 06:30:24 AMAfter looking a bit more at the culling data displays, I realized I understood them less than I thought, so I decided to finally build a debug shape (a cute pair of multicolored giant dices) and watch the bits in action systematically. Some of the observations actually enhanced my confusion, but others were quite definite.
Quote from: CTG on October 27, 2008, 09:42:11 AMOnly an idea for Stressed innovation: to make the car edition faster, it would be cool to have a special duplicating option which converts the new polygon to inverse X coordinates.