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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: ficedula on 2001-08-15 02:54:00

Title: Ultima
Post by: ficedula on 2001-08-15 02:54:00
Sorry to draw traffic away from your first topic, Alhexx, but 6 pages is getting a wee bit long  :D ...

Anyhoo: Ultima: Latest version: Doesn't run on my PC. Error message: "Runtime error 429: ActiveX component can't create component."

I suspect either:

A) You've used an ActiveX component that's not standard (ie. part of Win9X)
B) Your DLL needs to register itself as an ActiveX component and hasn't.

I don't know which; just my guess.

Title: Ultima
Post by: Sephiroth 3D on 2001-08-15 16:12:00
Yeah, Fice, I got the same problem, and let him know about it via email. He told me he's fixed it, or something like that.

Sephiroth 3D

"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection

[email protected]  
Sephiroth 3D's Final Fantasy (Currently Offline)
 Sephiroth 3D's Promised Land

Title: Ultima
Post by: Alhexx on 2001-08-15 15:05:00
Fice: Okay, I guess it's high time to start a new topic...could you do me a favor and close the old one? I think it looks kinda uncomplete when it's now closed ...  :D

'bout that Active-X-Error:

Good News: I know which Active-X-DLL it is, it's 'JSGReg32.dll'. Your solution b) is the right one.

Bad News: Haven't solved that problem yet...probably I'll have to build an Installer for it, so it registeres itself.
Or: I'll implement the needed functions from the DLL into Ultima - but that's not the best idea...

I've checked my VB6 Programmiong Book (~1300 Pages) and MSDN, but I couldn't find a solution for Selfregistering under VB (yes, I know, VB sux...)

I'll searcht the web for that selfregister problem...

Seph 3D: Recieved your 2nd mail, I'll update the database with your additions today...

- Alhexx

Title: Ultima
Post by: The SaiNt on 2001-08-15 15:22:00
There, I closed it for you.
Title: Ultima
Post by: Alhexx on 2001-08-15 16:19:00
SaiNt: Thanx.

Ultima 14 Users: I've uploaded an 'JSGReg32 Installer'. You can d/l from my page. After extracting the zip and running the Setup.exe Ultima 0.27 ßETA 14 should work...

- Alhexx

Title: Ultima
Post by: Ged on 2001-08-15 21:46:00
OK. I made some screenshots of my work (Sephiroth Field & Battle Model). Of course, bacuse of the transfer I couldn't post'em on my FTP, so I asked Alhexx to hang them on his page. I hope he will send on this msgbrd the adresses.

PS. Alhexx :

The 1st Sephiroth (MU**) is "Last Battle Sephiroth"
The 2nd Sephiroth (SA**) is "Nibelheim Sephiroth"

If no-one told you about it..  :D

Title: Ultima
Post by: Alhexx on 2001-08-15 23:51:00
Ged: Okay, uploaded the pics. They are under: http://www.8ung.at/alhexx/ged/
and then the pic name...oh, the file names are all lower case now.

Fice & Seph 3D: Does Ultima work after the JSGReg32 Setup?

- Alhexx

- edit -
Ged: Thanx for that help with Sephiroth, I'll list you next version...

[This message has been edited by Alhexx (edited August 15, 2001).]

Title: Ultima
Post by: Ged on 2001-08-16 12:58:00
Thank you very much!!
Noone told you? Well, I will check the BattleDatabase later and tell you some stuff.. Currently I'm too busy with FF7  :D

Besides the link doesn't work..  :D

Title: Ultima
Post by: Alhexx on 2001-08-16 15:33:00
Well, of course the likn doesn't work - like I said: the URL and then the pic name..

example: http://www.8ung.at/alhexx/ged/sephbattle1.jpg

Okay?

- Alhexx

Title: Ultima
Post by: Ged on 2001-08-16 15:39:00
So the links are... (tadaaam!!)
 http://www.8ung.at/alhexx/ged/sephbattle1.jpg  http://www.8ung.at/alhexx/ged/sephbattle2.jpg  http://www.8ung.at/alhexx/ged/sephbattle3.jpg  http://www.8ung.at/alhexx/ged/sephbattle4.jpg  http://www.8ung.at/alhexx/ged/sephfield.jpg  http://www.8ung.at/alhexx/ged/sephiroth3d.jpg
Title: Ultima
Post by: Alhexx on 2001-08-16 15:46:00
 
Quote
Originally said by James Hetfield (Metallica)
You're damn right!

:wink:

- Alhexx

Title: Ultima
Post by: Ged on 2001-08-16 22:57:00
 
Quote
Squall Leonhart
...Whatever
:D :D :D
Title: Ultima
Post by: Sephiroth 3D on 2001-08-17 12:58:00
   
Quote
Hojo
So only the failure made it? How interesting...

Hey Alhexx! How exactly is the color info controled in the battle models?

I'm having a b!tch of a time trying to color my Seph Battle model! It's like every point is assigned a color on a material, and it auto-gradients the colors between points on the same material.

Is there gonna be a day when I can export the color along with the geo itself?

Oh, Here's how my model conversion is comming:    http://www.teleport.com/~daberle/bs-001.jpg  

Sephiroth 3D

"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection

  [email protected]    
Sephiroth 3D's Final Fantasy (Currently Offline)
   Sephiroth 3D's Promised Land  

Edit: Mistakes.

[This message has been edited by Sephiroth 3D (edited August 17, 2001).]

Title: Ultima
Post by: Alhexx on 2001-08-17 15:54:00
Seph 3D: Read Fice's .p file description? Every Vertex has its own color. So if you got a model like Jenova-BIRTH with 1500+ polygons and 1300+ Vertexes, you also have 1300+ colors. Of course there might be colors twice, but finally there should be 'bout 1000 different colors. Texturing a model in Milkshape or 3ds would need very long.

But you're a bit right: Every vertex has a clolor or a material. The rendering makes the colors smooth.

Quote
Originally written down in Fice's .p descripiton:
Usually, when the three vertices have different colours, the triangle is 'blended' to give a smooth colour shift over the surface. That's what FF7 does.

You see? Ultima worx like FF7. It smooths the colors between the vertexes. Milkshape can't do that - only the polygons can have materials. As for 3ds - I don't know. You've got to talk to mirex - he made a .p-to-3ds converter, which converted colors, too.

- Alhexx

Title: Ultima
Post by: Ged on 2001-08-17 22:30:00
Seph3D I sended you a full Battle Model, enjoy playing with it  :D :D :D
Title: Ultima
Post by: Alhexx on 2001-08-17 23:20:00
AFAIK, there's no word like 'sended'. What you wanted to say is 'sent'   :wink: . Or did my English teacher told me trash?

- Alhexx

- edit -
BTW: I've released Ultima 0.27 ßETA 16 - I've added a 'Drag 'n Drop' Function for moving the vertexes around. That's much more comfortable than writing in the coords amnually...

[This message has been edited by Alhexx (edited August 17, 2001).]

Title: Ultima
Post by: Dark-Raver on 2001-08-18 02:15:00
DAMB, i am starting to get crazy here... I can't figure out how to put Battle Sephiroth's hair together... I've been on this all day... Can anyone help me out?
Title: Ultima
Post by: Sephiroth 3D on 2001-08-18 07:45:00
Alhexx: k. I use Lightwave. I HATE 3dsMax. I'll use LW or Maya before I'd use 3ds. (I might be able to program a shader in Maya that could do it FF7's way... I'll need to look into that...)

Your English teacher is correct. It should be sent. However, what's sth? I've seen you use it several times and I have NO CLUE what it means.

Ged: Yeah, I got it. But I'm building mine in LW. If I exported what you sent, I wouldn't be able to move him. But I can use him for parts identifiaction. Thanks.

Sephiroth 3D

"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection

[email protected]  
Sephiroth 3D's Final Fantasy (Currently Offline)
 Sephiroth 3D's Promised Land

Title: Ultima
Post by: Ged on 2001-08-18 12:57:00
Okay. Short explenation how to get Sephiroth's hair to one piece.

Sephiroth's hair contains of three long ahirs divided into 5 parts. It gives you a total of 15 files for his hair.

The hairfiles are ranging from SAAP to SABF.

How to put them together?

1st hair is : SAAP-SAAT
2nd hair is : SAAV-SAAZ
3rd hair is : SAAB-SABF

If you're doing it in MS3D then, use Ultime to extract those files to .raw.
Begin with SAAP. Flip it vertically.
Take the next file. Flip it.
And so one files from SAAP to SAAT. You will get the first hair. Then do the same with the 2nd and 3rd. Now get them together pin them under his head and voila, completed (you might to need to rotate them a bit so the hair won't get inside his chest).

Great news for Sephiroth Patch fans!

I just took my time and did something like this.. I got Sephiroth to use cloud weaponds (looks odd) and his Ultimate Weapon look like masamune. Now you really should see Sephiroth with a "Buster Sword" holding like a Masamune. Ugh!!  :D

Oh yeah. Bout weapons. I also made something like a color range - all weapons for him are Masamunes. But the better the weapon it is more mettalic and shiny like the real Masamune.. The weaker the more rusty/dark it gets.. What do you think about that?

For all girls out there - Sephiroth look cool when you combine him, change torso to Last Sephiroth Torso, make some adjustments ane he look's way sexy in his outfit (no top)..

Next major change is that Sephiroth is Sephiroth everywere instead of Cloud (you take all Clouds files and replace them with Sephiroth files). This one is just a theory but it might work.

Wheeff... Enough is enough... End of update..

Title: Ultima
Post by: Alhexx on 2001-08-18 15:27:00
Seph 3d: sth - something (that was always listed in our vocabulary...)

Lightwave: I think I've got to get it, too. I don't use 3dsm, b'cause it's too complicated for me. I prefer Milkshape for my work, but with .p files, I'm using Ultima  :wink:

Ged: I think that should help him.

Dark-Raver: I've never tried to put Sephiroth together, b'cause he's not on eof my favorite chars...

- Alhexx

Title: Ultima
Post by: The SaiNt on 2001-08-18 15:29:00
You're really interested in the Seph Patch aren't you?
If you find anything new just tell me  :)
Title: Ultima
Post by: Ged on 2001-08-18 15:54:00
I am very, very, very interested in the patch. And I keep telling you he has Vincent's Limite Breaks, raugh!!  :D

Sephiroth Patch?

Well, I told you about LB's, Hair etc.
To get him everywhere also. Dunno what more.

And I'm continiuing the background, looks a lot better!

Title: Ultima
Post by: Anonymous on 2001-08-19 00:32:00
I WANT ULTIMA! WWWWAAAAAHHHHHH!!!! Anyway, theres a problem unzipping it onto my other comp. Hmmmm. I can unzip the p file i zipped with it.
Title: Ultima
Post by: Alhexx on 2001-08-19 01:59:00
darkness: You're alive? Hm, problems unzipping Ultima? Do you have always problems that nobody else has?

Well, since you're using it on your other comp - is the 'F**k Error 16 Mode' needed or can I delete it?

- Alhexx

Title: Ultima
Post by: Ged on 2001-08-19 22:07:00
...pain...suffering...
Title: Ultima
Post by: Dark-Raver on 2001-08-20 03:12:00
GED, i am interested in the Sephiroth patch too :) So when you finish it, tell me...

As for the Seph hair, i am trying this at the moment...

Title: Ultima
Post by: Dark-Raver on 2001-08-20 16:25:00
ok, i created the 3 hair, but i dont know where to put them on the head... There seem to be no place to place them that makes sence and fit...
Title: Ultima
Post by: mirex on 2001-08-20 11:26:00
Sephiroth3D: there in the p. file there are also polygon colours too. But sometimes they're screwed up. Or you can convert vertexs-colors(3 colors) into polygon-color(1 color), like R = (R1 + R2 + R3) /3; G ..., B ...
It is not as original, but it looks pretty good anyhow.
Title: Ultima
Post by: Alhexx on 2001-08-20 14:39:00
mirex: Aha, that's the way it goes...
That method *should* work *very* good with field models, but battle models - hm

BTW: I made a .p hacking session yesterday - and there's a lot that doesn't match together... I think mirex' description seems to be right...

- Alhexx

Title: Ultima
Post by: Ged on 2001-08-20 16:02:00
Yes, about Sephiroth Patch i'm making progress... but for one reason the lgp tools won't work.. huh!?
Title: Ultima
Post by: Ged on 2001-08-20 17:20:00
I've updated some of my work..
 http://www.8ung.at/alhexx/ged/sephirothcave3.jpg

As soon as I get LGPTools to work, I will work on Sephiroth Patch..

Title: Ultima
Post by: bigbadwulf on 2001-08-20 23:16:00
does anyone know thje first two letters for dynes .p files?
Title: Ultima
Post by: Alhexx on 2001-08-20 23:56:00
Take a look at my Database
 http://www.8ung.at/alhexx/ff7

under 'Descriptions'

There is Dyne - I know for sure

- Alhexx

Title: Ultima
Post by: Dark-Raver on 2001-08-21 01:47:00
i remember seeing dyne
Title: Ultima
Post by: Ged on 2001-08-21 11:55:00
And the letters are....

EH

Title: Ultima
Post by: Ged on 2001-08-24 11:28:00
Heeeeeeey!! What's happening to this topic?

WAKE UP!!!! ...Thank you...

OK. Update on my work...

I got rid of the lens flare and made it look a bit icy (but this is materia!!), because most of the remakers didnt like it.
 http://www.8ung.at/alhexx/ged/sephiroths-cave-4.jpg  

Aaaaaaand... The Sephiroth Patch! Enjoy!
 http://www.8ung.at/alhexx/ged/SephirothPatchTNT.zip

And I'm not thinking of bothering with FF7 1.00. This works only with 1.02..

Title: Ultima
Post by: Alhexx on 2001-08-24 15:04:00
(Hey, that's my server   :D )

Ged: I haven't deleted the 'old' patch file, I don't know if it's working, but when it is, post another link to the old patch.
I've got enough webspace 'till now, so there's no need to delete it at the moment...

Oh, and I really like the new pic better than the old one - it has the cool blue thing...

- Alhexx

- edit -

I wonder if this is going to be a 200+ replies topic  :wink:

[This message has been edited by Alhexx (edited August 24, 2001).]

Title: Ultima
Post by: Ged on 2001-08-24 23:13:00
Well, the guys at the RP Forum said that they dissaporve to the Lens Flare, and that the ice doesn't look like ice. That's why thy major change. I also worked for it to have a sort of a perspective-3d look.. I see you like Blue too  :D.
Now I wonder if they like it... Humph..

Yes, the old patch suxx, delete please. The IPS got wrong. Generator ****ed it..
And I need word from the people :
Do you want me to make the patch that will make Cloud look like Sephiroth, but keep his body, moves/animation? You know, Sephiroth in Clouds body..

OK. REMAKE please rate Sephiroth Cave 4. Thank you.

Title: Ultima
Post by: Anonymous on 2001-08-25 03:03:00
damn. so you guys can edit the backgrounds now eh? jesus....where have i been? now i have to read a ton of messages to figure out how.
Title: Ultima
Post by: ficedula on 2001-08-25 03:39:00
We can export them as BMP's ... that's not exactly editing them since we can't IMPORT them again. You haven't missed anything major...
Title: Ultima
Post by: Ged on 2001-08-25 10:38:00
???

I thought I saw a BMP2TEX converter...

Title: Ultima
Post by: Alhexx on 2001-08-25 13:07:00
I know that problem with the one-way-convert...  :D

But that's not why I'm postin':
I'm going to make a break with FF7 hacking and Utlima programming for 'bout 1 week. But i'm not going to lay myself back and watch TV. I've started reading a book 'bout C++. That's with wath I'll spend my time.
I've also started programming some *basic* (not VB) apps...I see C++ is harder than VB...but I'm going to learn it anyway. (I think that are good news for Fice, SaiNt and other 'VB-enemies'  :wink:

BTW: But I'll still be postin'...

- Alhexx

Title: Ultima
Post by: ficedula on 2001-08-25 14:57:00
Nooooooo!

I've lost another person to the corrupting influence of C++!

(Learn Delphi! Learn Delphi!)

Well, good luck anyway. You'll need it  :wink:

Title: Ultima
Post by: The SaiNt on 2001-08-25 15:53:00
Yeah! C++  :)
Another one down for fice  :)
Title: Ultima
Post by: Alhexx on 2001-08-25 15:57:00
Hm?
I didn't want Fice to feel losing everyone...I mean learning Delphi would be fine, but:
I'm a 3d model freak. I wanna get every 3d model outta almost every game I got. But many tools are written in C++ or for another OS (yes, I'm talkin' 'bout that Onitools-thingy...)

And C++ is for many OS, so..ehm, you know.
Perhaps I'll take time next year and learn Delphi, too   :)

BTW: My page is also available at   http://alhexx.cjb.net , too.

- Alhexx

- edit -
Forgot to mention the exporters from 3ds. Heavy Metal F.A.K.K. 2, ie, has 3ds exporters, but no importers. But the source is included...

[This message has been edited by Alhexx (edited August 25, 2001).]

Title: Ultima
Post by: ficedula on 2001-08-25 17:01:00
Yeah! Learn Delphi! (Latest versions of Delphi for Windows and Linux are *both* free, *with* IDE's, I might add. Free C++ compilers tend to be horrible command-line jobs).
Title: Ultima
Post by: Ged on 2001-08-25 22:40:00
Oh damn.
I lost my thingies. Whoops...
Title: Ultima
Post by: Skillster/RedSarg99 on 2001-08-27 14:32:00
is there any way of going from p file 2 milkshape and back? i wanna start smoothing some models out.
besides why not use blender? its free for godsake and its powerfull, cross platform too www.blender.nl
Title: Ultima
Post by: Alhexx on 2001-08-27 19:07:00
I'm d/l-ing it at the moment. The screenshots look well, perpahs I'm going to build an im/exporter...for Ultima   :D

- Alhexx

- edit -
To that Milkshape thing: no, not yet. First we've got to figure out (most of) the rest of the p format.
I was testing with the different parts, but if there's any illegal value in one of the parts of the p file, FF7 crashes. So I see no sense in converting milkshape files into not-working p files...

[This message has been edited by Alhexx (edited August 27, 2001).]

Title: Ultima
Post by: Alhexx on 2001-09-02 17:09:00
Hehe, I had to push this topic up-to-date  :wink:

But that's not the reason...

1) I've started to work on Ultima after my break.

2) I thought 'bout makin' a Universal-Texture-Converter, but that's not  important now.

3) I've got an OpenGL-Problem...:

Fice:
When you (or I) zoom too close to the model, some parts aren't shown. See the problem?
What have I to do that this doesn't happen?

I'm askin' b'cause I wanna change the 2D-Views. 'Till now it's simple bmLines, now I wanna view them via Wireframe...

- Alhexx

Title: Ultima
Post by: ficedula on 2001-09-02 19:08:00
Well, that doesn't happen on my programs, so it's something with the way you've set OpenGL up. So I can't really tell without seeing your code.

I'm guessing it's something to do with the way you've set up your projection matrix. How *have* you set up your projection?

Title: Ultima
Post by: Anonymous on 2001-09-02 20:46:00
lol. i feel so left out. oh well. hope i win the Powerball this month and ill have enough money to buy 1 million GF3s. Till then, i have to transfer a lot of files.
Title: Ultima
Post by: Alhexx on 2001-09-03 18:18:00
code:

    Dim pfd As PIXELFORMATDESCRIPTOR
    Dim RetVal As Long
   
    pfd.nSize = Len(pfd)
    pfd.nVersion = 1
    pfd.dwFlags = PFD_SUPPORT_OPENGL Or PFD_DRAW_TO_WINDOW Or PFD_DOUBLEBUFFER Or PFD_TYPE_RGBA
    pfd.iPixelType = PFD_TYPE_RGBA
    pfd.cColorBits = 16
    pfd.cDepthBits = 16
    pfd.iLayerType = PFD_MAIN_PLANE
   
    RetVal = ChoosePixelFormat(picFront.hDC, pfd)
    SetPixelFormat picFront.hDC, RetVal, pfd
    hGLRC2 = wglCreateContext(picFront.hDC)
    wglMakeCurrent picFront.hDC, hGLRC2
   
    RetVal = ChoosePixelFormat(picSide.hDC, pfd)
    SetPixelFormat picSide.hDC, RetVal, pfd
    hGLRC3 = wglCreateContext(picSide.hDC)
    wglMakeCurrent picSide.hDC, hGLRC3
   
    RetVal = ChoosePixelFormat(picTop.hDC, pfd)
    SetPixelFormat picTop.hDC, RetVal, pfd
    hGLRC4 = wglCreateContext(picTop.hDC)
    wglMakeCurrent picTop.hDC, hGLRC4
   
    RetVal = ChoosePixelFormat(picOutput.hDC, pfd)
    SetPixelFormat picOutput.hDC, RetVal, pfd
     hGLRC = wglCreateContext(picOutput.hDC)
    wglMakeCurrent picOutput.hDC, hGLRC
   
   
    glEnable GL_DEPTH_TEST
    glFrontFace GL_CCW
             
    Dim SpecRef(3) As GLfloat
       
    SpecRef(0) = 0.5
    SpecRef(1) = 0.5
    SpecRef(2) = 0.5
    SpecRef(3) = 0.5
   
    glEnable GL_COLOR_MATERIAL
    glColorMaterial GL_FRONT, GL_AMBIENT_AND_DIFFUSE
    glMaterialfv GL_FRONT, GL_SPECULAR, SpecRef(0)
    glMateriali GL_FRONT, GL_SHININESS, 128

   glEnable glcTexture2D
    glClearColor 0#, 0#, 0#, 0#
    glEnable glcDepthTest
    glShadeModel smSmooth
    glEnable GL_BLEND
    glBlendFunc GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA

   glClearColor 1, 1, 1, 0

[/quote]

I hope that's what you asked for...

- Alhexx

- edit -
Deleted comments in source

[This message has been edited by Alhexx (edited September 03, 2001).]

Title: Ultima
Post by: ficedula on 2001-09-03 21:36:00
No, it's not. I want to know how you've set up your projection matrix. If you don't know what I'm talking about, maybe you haven't set one up, which is your problem.

You'd change the projection matrix using glMatrixMode(GL_PROJECTION);
got anything like that in your source?

Title: Ultima
Post by: Alhexx on 2001-09-04 00:45:00
Hm, nope - the above code is everything is set up. So how can I set up the matrix to make it work well?
(I hope I'm now annoying you with that trash...)

- Alhexx

Title: Ultima
Post by: ficedula on 2001-09-04 02:00:00
OK ... time for another OpenGL lesson.

There are 3 matrixes in OGL: Modelview, Projection and Texture.

The Modelview is the one you're familiar with; it holds rotations, translations, scalings, and so on, that are applied to any points (polygons) you draw - ie. glVertex commands.

The Texture matrix does exactly the same thing, but for texture coordinates (glTexCoord commands). It's not used very often of course, because it's fairly rare that you need to change texcoords at all, never mind do anything fancy like translate or rotate them. Nevertheless, the matrix IS still there if you need it.

The Projection matrix affects points, like the Modelview matrix, but in a different way. The Projection matrix basically sets how the final image is "projected" onto the 2D screen window.

So, one thing the projection matrix is used for, is setting how "wide" the field of view for the scene is. Also, the "aspect ratio" of the display - you can use that to stretch out the display up or sideways. It's also related to, for example, how many "units" wide and high you can see on the screen at once. For example, if you draw a point at (1,0,1), will that appear *just* to the right of middle, or over on the far right of the screen? That's the sort of thing it controls. A *bit* like a "zoom" control.

Finally, the projection matrix ALSO controls the depth clipping planes. In other words, how far away an object has to be before it's totally ignored and not drawn - also, how CLOSE to the "camera" an object has to be before it's ignored and not drawn.

Hence, if an object is disappearing when it gets close up, then your near depth clipping plane is set too far in front of the camera.

To set up a projection matrix, the easiest way is (when you're setting up OpenGL, ie. after it's been initialized and you're just setting up default stuff like lighting):

glMatrixMode(GL_PROJECTION);
{Switch to editing projection}
glLoadIdentity;
{Default matrix load}
gluPerspective(90, Width/height, 1, 1000);
{Set up projection properly}
glMatrixMode(GL_MODELVIEW);
{Switch back to editing normal matrix}

gluPerspective - look it up in the help files. It's the easiest way to set up projections.

Why bother setting near and far depth clipping? Accuracy. Think about it: If you only deal with objects between 1 and 10 "units" distance away, you can store the distances (depths) with MUCH greater accuracy, than if you need to deal with objects between 1 and 10000 "units" away. In that case, because the numbers are larger, you'd have much less accuracy - possibly very little or no decimal point accuracy at all.

So you set up the depth clipping depending on what you're viewing. If no object EVER gets more than say 100 units distance away from the camera, then tell OpenGL that! It can then devote less space to storing the integer part of the distance, and more to storing the fractional part - giving more accuracy, and better quality depth calculations.

OK ... I think that's all you need to know (and a bit more!)  :)

Title: Ultima
Post by: Alhexx on 2001-09-04 22:13:00
Yeah, that's it...but now I've got another fine problem... I've created a fish-eye-view   :D

- Alhexx

- edit -
Had to correct the link for the pic

[This message has been edited by Alhexx (edited September 04, 2001).]

Title: Ultima
Post by: ficedula on 2001-09-04 22:26:00
First of all, try a different FOV setting (first parameter to gluPerspective).

Secondly, have you set the aspect ratio correctly?

Thirdly, have you got the min/max depth distances ok? Remember, if you set the max depth too high, you lose a lot of precision for when polygons are close together.

Title: Ultima
Post by: Alhexx on 2001-09-06 16:20:00
Ops, I've forgotten sth: I wanted to post this, too:


code:
    glMatrixMode mmProjection
    glLoadIdentity
    gluPerspective 90, picOutput.Width / picOutput.Height, 0.001, 1000
    gluLookAt 0, 0, 1.5, 0, 0, 0, 0, 1, 0
    glMatrixMode mmModelView
[/quote]

That are my current settings, but since I've got some ideas by you now, I'm going to try a bit around...

- Alhexx

- edit -
PicOutput is the output window for the 3d view.  :)

[This message has been edited by Alhexx (edited September 06, 2001).]

Title: Ultima
Post by: ficedula on 2001-09-06 18:40:00
You could try a FOV of 45 rather than 90.
Title: Ultima
Post by: Alhexx on 2001-09-07 16:49:00
Okay, I'll do that.

- Alhexx

Title: Ultima
Post by: Alhexx on 2001-09-08 14:17:00
Fice: Yeah, it worx! It looks a *bit* different as w/o setting up the projection matrix... I'm going to release a new version of Ultima the next days...

BTW: How are the default settings for the Projection Matrix (when I don't set it up manually)?

BTW 2: Yeah, Fice's got 995+ Posts! Go for the 1K !!!

- Alhexx

Title: Ultima
Post by: ficedula on 2001-09-08 14:28:00
The default setting for all matrices is the Identity .... but I'm not quite sure what that translates to in terms of projection views. Probably a standard ratio of 1:1, FOV of 45, something like that.

2 posts to go...

[This message has been edited by ficedula (edited September 08, 2001).]

Title: Ultima
Post by: Anonymous on 2001-09-08 20:46:00
go no life fice!
Title: Ultima
Post by: Alhexx on 2001-09-14 21:51:00
(He's already No Life  :D )

Finally, I've uploaded a new version of Ultima.
You can acces my page from:
 http://alhexx.cjb.net


 - Alhexx

Title: Ultima
Post by: Anonymous on 2001-09-14 22:31:00
Hey alhexx does that set the file name length thing?
Title: Ultima
Post by: Anonymous on 2001-09-14 22:39:00
Runtime error '76'. Path not found. I hate my computer >=(
Title: Ultima
Post by: Anonymous on 2001-09-14 22:40:00
hehe my bad. nevermind
Title: Ultima
Post by: Anonymous on 2001-09-14 22:43:00
alhexx> you forgot to post a link.

others> its http://www.8ung.at/alhexx/ff7/files/ultima027beta18.zip

Title: Ultima
Post by: Alhexx on 2001-09-15 15:14:00
fine name length: Ehm, no idea? I think I did, but I'm not 100& sure  :D

As for the link: I prefer that everybody uses my site (b'cause of the counter  :wink: )

(Does it finally work on your comp?)

- Alhexx

Title: Ultima
Post by: ficedula on 2001-09-15 15:36:00
Alhexx: What he means is, there's no link on your PAGE to the new version.
Title: Ultima
Post by: Alhexx on 2001-09-15 18:00:00
Whoa!  :D
I've checked my site today, and I found A LOT of bugs in it. Now I've uploaded a fixed version...

- Alhexx

Title: Ultima
Post by: Alhexx on 2001-10-06 09:57:00
Sorry, had to push this topic up :grin:

And Sorry, there's no new Version available, but:

I need some info for the next version:
1. It'd be fine if everyone who uses ultima, could post a reply here, which contains:
 - 1: The info that (s)he uses Ultima.
 - 2: His/Her screen resolution.


I need the info 'bout the screen resolution, b'cause I've got to rearrange the window...and I'm not sure if the Ultima Window isn't too big for some users...


Another point: I'm implementing a 'whole-model-converter', and I need some info (I guess this goes out to Fice and mirex) :

How do I get the default model pos? The first frame of the model's .a file?

 - Alhexx
Title: Ultima
Post by: Darkness on 2001-10-06 15:29:00
i use it (whenever possible) at 1024x768
Title: Ultima
Post by: ficedula on 2001-10-06 22:12:00
Default model pos? There aint any. Otherwise stuff would be a lot easier :wink:

The HRC by itself provides NO information about how to position each part (well, there's a bone length, but by itself that's useless). In order to position the parts correctly you need to use a frame from an animation (.A file). How to use the .A file? Aha ... that's the tricky bit. Gimme a while to write up a description ... it's not TOO complex, but it does need to be done *just* right or you end up with a complete mess.

Which .A files to use? No easy explanation ... if you've got the latest version of Ifalna then you could use the .FILTER file I put together for that.
Title: Ultima
Post by: Darkness on 2001-10-06 22:14:00
hey guys, you ever gonna update your websites?
Title: Ultima
Post by: ficedula on 2001-10-06 22:42:00
That's a good idea :wink: I'll do so now. Not that I have much to post on it, but even still...
Title: Ultima
Post by: Sephiroth 3D on 2001-10-07 04:25:00
I use it when I need a model.

1024x768. I keep hitting that non-fuctioning Max button...

Also, when you get the images working, and you export the model, could you have it identify the postion of image, from it's center? So I have 1 XYZ co-ord for one eye, another for the other eye, and the 3rd for the mouth? I think that could be a great time saver on my part. Right now, I'm guessing where they go.

Thanks! Keep up the good work!

Sephiroth 3D

"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection

[email protected]  
Sephiroth 3D's Final Fantasy (Currently Offline)
Sephiroth 3D's Promised Land (http://members.tripod.com/~Sephiroth3D/index.html)
Title: Ultima
Post by: Alhexx on 2001-10-07 10:42:00
Fice: That's all I wanted to know. I think I can get some info from halkun's post.

Darkness: I'll update it as soon as I release sth new.

BTW: Yuki continued his work on the Battle Database, so there should be some updates this week.

 - Alhexx
Title: Ultima
Post by: Darkness on 2001-10-07 15:37:00
i was just commenting becuase the last post was on like september 2nd on fice's site, and on a previous post he said 1 week was bad.
Title: Ultima
Post by: The SaiNt on 2001-10-08 00:57:00
Quote

On 2001-10-06 18:12, ficedula wrote:
Default model pos? There aint any. Otherwise stuff would be a lot easier :wink:

The HRC by itself provides NO information about how to position each part (well, there's a bone length, but by itself that's useless). In order to position the parts correctly you need to use a frame from an animation (.A file). How to use the .A file? Aha ... that's the tricky bit. Gimme a while to write up a description ... it's not TOO complex, but it does need to be done *just* right or you end up with a complete mess.

Which .A files to use? No easy explanation ... if you've got the latest version of Ifalna then you could use the .FILTER file I put together for that.

Exactly.
Annoying isn't it?
I was working on the Sephiroth Patch the other day, and I discovered that Cloud shares his "Standing" animation with a ridiculous amount of other field characters. Changing it to fit Sephiroths extra bones messed up everything else. The only sure way so far is to change the field files directly. The .A file required by each character is defined in each field file.
Title: Ultima
Post by: Alhexx on 2001-10-08 09:50:00
Well, ok, but I don't wanna change the .a files - I'm just gonna to read 'em out. That's all.

 - Alhexx