Author Topic: .p, Battle Files 'n Milkshape 3D  (Read 77577 times)

Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #150 on: 2001-06-27 06:18:00 »
Identity Loaded
Setting Up Zoom, Angles etc...
Setup Completed
Drawing Triangles...
*CRASH*

mirex

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.p, Battle Files 'n Milkshape 3D
« Reply #151 on: 2001-06-27 10:28:00 »
alhexx: ask qhimm to put your 'smiles' to his location. I liked some of them.

Alhexx

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.p, Battle Files 'n Milkshape 3D
« Reply #152 on: 2001-06-27 14:28:00 »
darkness: Hm, Ok, I'll take a look at this...
mirex: That's an idea. Perhaps I'll ask him...but if u like them, why don't you ask him?

- Alhexx

BTW: We're moving up to the 200 members border  :wink:


Alhexx

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.p, Battle Files 'n Milkshape 3D
« Reply #153 on: 2001-06-27 14:51:00 »
darkness: Alright, download the file listed above, I've updasted the file. The app is almost the same; I've added one new entry in the logfile.
The only thing I found out 'till now is that the app crashes using OpenGL commands...but this doesn't really help us...

Check if the app crashes after 'Beginning Triangles-Mode..." or after "Drawing Triangles..."

BTW: Do you have the newest OpenGL drivers? If not, try to download them anywhere...

BTW 2: Why don't u finally register? U'r postin' much, so...

- Alhexx


Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #154 on: 2001-07-14 21:07:00 »
Setup Completed
Beginning Triangles-Mode...
Triangles-Mode Running
Drawing Triangles...
 and yes, i have the latest drivers for my 3d accelerator

Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #155 on: 2001-07-19 01:01:00 »
Where can I get a copy of battle.lgp ??
I have also been trying to look for a program that extracts files from PAC files from my street fighter ex game. can anyone help? yeah it is sorta off topic.
Ultima works pretty good now, but the convert to ascii doesn't really work on my computer, I have O/S: Win98

Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #156 on: 2001-07-21 01:10:00 »
um......al. you ever gonna reply?

mirex

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« Reply #157 on: 2001-07-26 10:36:00 »
Blue lotus: battle.lgp should have anyone who has final fantasy 7, so try your friends... and it is about 40MB i think.
And about Street Fighter, how big is that PAC file ? If it is not too big, (more then 1MB) send it to me, and ill look at it.

Alhexx

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.p, Battle Files 'n Milkshape 3D
« Reply #158 on: 2001-07-28 23:13:00 »
Since I'm back again, I've released a new Version of Ultima (Beta 11). I've added some new options, so download it - I think it's worthy...

Darkness: Sorry, for not replying so long, but I couldn't - I had no internet connection. I'm going to release the source code of the viewer, so you can program a little bit. Perhaps you'll find the error faster than me...

- Alhexx

- edit -

I've uploaded the source for p preview.
Maybe you'll take a look at it, Darkness...

[This message has been edited by Alhexx (edited July 28, 2001).]


Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #159 on: 2001-07-29 16:47:00 »
alhexx - i have very little knowledge in this field. But there is a possibility that i had previously forgotten about. My computer won't run q3a, and i think the reason is that, by default q3a runs on OpenGL instead of D3D. Prohaps a d3d version of your program would work. But i dont know if that would be hard or not.

Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #160 on: 2001-07-29 16:49:00 »
heres the line that vb6 gave me when I debugged:

 glColor3f ColorR(PolyP2(n%) + value3 * 2) / 255, ColorG(PolyP2(n%) + value3 * 2) / 255, ColorB(PolyP2(n%) + value3 * 2) / 255


Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #161 on: 2001-07-29 16:57:00 »
last time it errored at 55/255, 65/255, 25/255

Alhexx

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.p, Battle Files 'n Milkshape 3D
« Reply #162 on: 2001-07-29 15:24:00 »
Darkness: Do you have a mainboard with Intel LX chipset and a Nvidia TNT2 (Ultra) Card?

Darkness: Try this:
glColor3b ColorR(PolyP2(n%) + value3 * 2), ColorG(PolyP2(n%) + value3 * 2), ColorB(PolyP2(n%) + value3 * 2)

The colors should get screwed up, but it should work...
---------------------------------------------

Hey Fice: OpenGL-related question(s):

How do I put textures on the model?

I've had a look at some files, and I think that value3 could have anything to do with textures, but I'm not sure...to find it out, I'll have to know how to handle textures under OpenGL.

Oh, and BTW: How do you view the .tex files? Converting 'em first to .bmp format and then view them? Or view them directly? Is there any Option for viewing/converting the files in your ficedula.dll or ficeconsole.dll?

- Alhexx

- edit -
Corrected OpenGL-Syntax for Darkness

[This message has been edited by Alhexx (edited July 29, 2001).]


ficedula

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« Reply #163 on: 2001-07-29 19:50:00 »
To use textures ... that's *slightly* complicated.

First of all you need to get some "raw" texture data into your program. It's up to you how you're going to do that ... not sure how VB'll work. Delphi can do it easily from BMP files for you.

Then, upload it to the video card using glTexImage2D. Note: Width/Height must be powers of two (2,4,8,16,32,etc).

Enable texturing with

glEnable(GL_TEXTURE_2D);

For each vertex, specify the texture coordinate (which position on the texture image to use) with glTexCoordinate. Works a lot like glColor. You can still (and should) specify a colour with glColor as well; it'll be blended into the texture. Specify white to leave the texture unchanged.

Hopefully that's all you need to use simple textures.

To use multiple textures at once you need to use texture bindings. You can do that using

glGenTextures

to create a new "texture object".

and

glBindTexture

to activate a texture.

Basically, say you generate two texture bindings, T1 and T2.

If you did

glBindTexture(T1);
glTexImage2D(....., SomeData1, ...);

glBindTexture(T2);
glTexImage2D(....., SomeData2, ...);

Texture T1 would contain the texture data held in SomeData1, T2 the data from SomeData2.

When you wanted to draw polygons using texture 1, just do

glBindTexture(T1);

to activate it, and so on.

Once you've finished with a texture, use

glDeleteTextures

to remove them.

That's the *basics*. You should really look at a proper tutorial if you get any problems.

How to get at TEX files? My LGP tools can convert them to BMP's easily. There's a Delphi unit on my website (PSXTex) that contains the code I used to do it, if that's any help.


Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #164 on: 2001-07-29 21:00:00 »
nope. voodoo 3 2000 AGP and an abit.

i guess it is also too complex for poly3. oh, and was the b instead of an f on purpose? I tried it both ways.


ficedula

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« Reply #165 on: 2001-07-29 21:04:00 »
Alhexx: I just noticed your question about the DLL's  :wink: No, the conversion code isn't in either of the DLL's but I could very easily wrap it up into a DLL for you if you wanted.

Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #166 on: 2001-07-29 21:05:00 »
ok, heres whats wrong: the second glcolor3f it reads makes the expression too complex.

Alhexx

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.p, Battle Files 'n Milkshape 3D
« Reply #167 on: 2001-07-29 23:21:00 »
Fice Tetxures: Ok, I'll try it out.

Fice DLL: No need for now. I'll use your tex-to-bmp converter temporary...first I just want to check out, if my supose is right, that value3 has got to do with the textures (well, I'm quite sure...)

Darkness 1: The b means Byte; f means Float
Here's how the OpenGL commands are put together (AWAIK, Fice knows it better...)

glcolor3f - Type of arguments (float, nteger, ...)
 |     |
 |     Number of following arguments
 |
Command

Dakrness: hm, interesting...

- Alhexx


ficedula

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« Reply #168 on: 2001-07-29 23:31:00 »
Yes, that's right.

If the expression's too complex,

a) VB is crap
b) Work out some parts in advance and assign them to their own variables. Then just do

glColor3f(RVal, GVal, BVal);

...having stored the values in their own variables, so each line is simpler.


Alhexx

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.p, Battle Files 'n Milkshape 3D
« Reply #169 on: 2001-07-30 02:23:00 »
Fice: I guess u think answer a) is right, heh?  :wink:

Fice 2: What do you mean talkin' 'bout 'raw' data? Only the RGB values?

I've read the MSDN (MicroSoft Developer Network) 'bout OpenGL. There was an example for how to decode a DIB image for OpenGL. But the Source was for C++...

So it'd be nice if u could wirte a DLL that reads out the 'raw' data out of a BMP or better TEX file...
I think I could programm that myself, but the result of programming it under VB would be REAL SH*T...  :D (that's u'r opinion, too, heh ?)

BTW: take a look at that new .p format topic...

- Alhexx


ficedula

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« Reply #170 on: 2001-07-30 02:30:00 »
Raw data means that, yes: just the RGB values for each pixel, one after the other, in one big data block. I suppose in VB you *could* do it with an uber-byte-array, but it wouldn't be very nice  :wink:

I'll see if I can cram some of my functions into a DLL for you.

Other topic: Took a quick look. Progress Is Good! If you dig anything else up post it; eventually I'll get around to updating the docs on my website...


Anonymous

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.p, Battle Files 'n Milkshape 3D
« Reply #171 on: 2001-07-30 05:17:00 »
code:
glColor3b ColorR(PolyP1(n%) + value3 * 2), ColorG(PolyP1(n%) + value3 * 2), ColorB(PolyP1(n%) + value3 * 2)
  glVertex3f VertX(PolyP1(n%)), VertY(PolyP1(n%)), VertZ(PolyP1(n%))
 
  glColor3b ColorR(PolyP2(n%) + value3 * 2), ColorG(PolyP2(n%) + value3 * 2), ColorB(PolyP2(n%) + value3 * 2)
  glVertex3f VertX(PolyP2(n%)), VertY(PolyP2(n%)), VertZ(PolyP2(n%))
 
  glColor3b ColorR(PolyP3(n%) + value3 * 2), ColorG(PolyP3(n%) + value3 * 2), ColorB(PolyP3(n%) + value3 * 2)
  glVertex3f VertX(PolyP3(n%)), VertY(PolyP3(n%)), VertZ(PolyP3(n%))
[/quote]

this seems to work for most of it. except parts of yuffies face are blue and green. the hair is alright though.


Alhexx

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« Reply #172 on: 2001-07-30 13:58:00 »
Fice: Thanx.

Darkness: That's quite good. I'll look if I can finish this way of vierwing models in ultima...

- Alhexx


Alhexx

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« Reply #173 on: 2001-07-31 01:46:00 »
darkness: Try this one:

glColor3f ColorR(PolyP1(n%)) / 255, ColorG(PolyP1(n%)) / 255, ColorB(PolyP1(n%)) / 255

If this worx, download Ultima 0.27 BETA 12 and that should make u happy  :)

- Alhexx


Anonymous

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« Reply #174 on: 2001-07-31 02:39:00 »
nope.  :(

i did learn more though.
GlColor3b only works w/o the /255 because that makes the expression too complex.
GlColor3f doesnt work with or without the /255.

the code i posted earlier only seemed to screw up on skin color.