IRC logs of Freenode #BZFlag for Monday, 2019-12-23

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macsformeDelusional: I take it you no longer need that?07:36
Delusionalmacsforme I was not able to compile v1.99 as of yet.12:22
Delusionalthis is 1.99 source  https://sourceforge.net/p/bzflag/code/HEAD/tree/branches/experimental/v2_99continuing/bzflag/tools/modeltool/modeltool.cpp12:37
Delusionalthis is the older version I posted. Modeltool v1.8.4.2  https://sourceforge.net/p/bzflag/code/19540/tree/branches/v2_99_net_branch/tools/modeltool/modeltool.cxx12:41
Delusionalthe modeltool in today’s distributed BZFlag,app looks like it’s from BZFlag 2.0, not 2.412:44
blast0072.99*13:17
blast007the 2.99 modeltool could be backported to 2.4 for the next release13:18
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blast007oh noes! I've been killed!18:30
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Flashdoes modeltool need to be part of bzflag, or should it be separated?19:30
blast007Flash: currently it makes use of the TextUtils class from BZFlag20:03
BulletCatchermodeltool uses its own SimpleTextUtils and doesn't seem to have any actual dependencies outside its directory.20:08
BulletCatcherIt could be split out if we had a place to put it.20:08
blast007BulletCatcher: the one in 2.99 doesn't20:09
blast007we also currently install modeltool with the macOS .app20:11
blast007include*20:11
blast007I guess the SimpleTextUtils was a recent-ish change20:13
Flasha project as old as BZFlag has a lot of "utils" that should be retired in favor of standards-based solutions, at some point20:37
blast007certainly  :)20:55
blast007some of the stuff in TextUtils is pretty specific to our use though, such as the tokenize method20:55
blast007it's not something a regex would replace20:55
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JeffM[m]Replace bzw with an XML scene format that references obj files and you don't need model tool anymore21:11
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blast007glTF may be a viable replacement for BZW22:23
ZehraFor a moment I thought giFT was going to be used... :p22:27
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blast007blender can import/export glFT, Assimp (a C++ library) can import22:59
blast007might need a custom extension for some of our map properties like teleporter links, so that may complicate things a bit22:59
blast007I'm not sure if you can add functionality to a Blender plugin with another plugin22:59
ZehraI wonder if it is possible to remove teleporter links and instead add some form of a teleporter attribute or something?23:03
ZehraThere's the zone object and there is also custom zones, so not sure how that is handled.23:04
ZehraI'm guessing something similar could be done, since technically it is. "If tank moves through here, tank's position is moved to here".23:04
ZehraTeleporter becomes a "classic style" object, but it might not line up with the current vision of increasing consistency in game.23:06
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ZehraOr wait, would zone objects be supported at all even? I'm thinking along the lines of teleporter links can be supported the same way zones could be.23:09
blast007we'd have to investigate23:12
blast007I don't know much about the format23:12
ZehraSame.23:16
ZehraI'm only assuming that all objects which have no physical and rendering properties aren't supported by default. (Mainly zones.)23:18
JeffM[m]it's node based, you can put anything in a node23:18
Delusionallast week allejo made a small change to the /saveworld -o  logic, so that teleporter names are exported the obj file, allowing my .bzw file and what I see in wings3d to match up.   It would be really nice if ALL object names were exported, but I don’t think that object names are even sent to the client. So that would be a pretty big change.23:18
blast007yeah, I don't think we really make use of object names23:19
blast007/saveworld is really just a hackish feature, so it's not gonna work perfectly23:20
Delusionalcurrently working on a map with 52 named teleporters… i really needed that23:20
blast007if you want the world, get the BZW from the server23:20
Delusionalbut still..  it would be nice that after I make my map’s rough draft by hand…. then I export to .obj for a 3d editor….  all the object names are correct, instead of bzbox1, bzbox2, bzbox323:22
Delusionalyou can partially get around that by using groups23:24
blast007can Wings3D import BZW, or just export?23:25
Delusionalit will import obj files, and export bzw23:26
Delusionalcannot directly import bzw23:26
Delusionaland the bzw export is part of their project, it’s a menu item….  done by a guy named optigon a long time ago.23:27
Delusionalat the time, we were having a problem with bzflag not computing the inside of mesh objects reliably, thus the export has the option to include an “inside” tag to all objects23:28
Delusionalbut BZ’s logic was improved long ago, “inside” is no longer needed23:29
blast007it isn't?23:30
blast007Don't flags still spawn inside mesh objects if you don't have an inside point?23:31
DelusionalI don’t see that on my maps23:31
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blast007might depend on the object.  I've seen it on Rat's Nest before.23:35
Delusionalbut i don’t really do it that way… what I do is make the map out of BZ objects, then place invisible materials on all of that…  then make a copy of it, texture it, convert to drawinfo, and lay the drawinfo on top of the original BZ objects23:36
JeffM[m]then all your collision objects are convex not concave and you don't need inside points23:37
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Delusionalif you’re going to have tanks driving on your mesh, you have to be extremely careful that every face is planar, not just the top face, and there’s zero  “isolated  vertices”23:41
Delusionalif a tank just touches a non-planar face, it gets stuck every time23:41
Delusionaleven on the side of an object23:41
blast007(oh, I guess Assimp can both import *and* export glTF)23:42
allejoi did a thing23:46
Delusionalwith the “isolated vertices”  I think that’s tied in with the floating-point-bug, where you can’t drive from a mesh onto a BZW object… different processors compute the same point to be in a slightly different position., because they handle the math slightly differently.23:46

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