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macsforme | Delusional: I take it you no longer need that? | 07:36 |
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Delusional | macsforme I was not able to compile v1.99 as of yet. | 12:22 |
Delusional | this is 1.99 source https://sourceforge.net/p/bzflag/code/HEAD/tree/branches/experimental/v2_99continuing/bzflag/tools/modeltool/modeltool.cpp | 12:37 |
Delusional | this 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.cxx | 12:41 |
Delusional | the modeltool in today’s distributed BZFlag,app looks like it’s from BZFlag 2.0, not 2.4 | 12:44 |
blast007 | 2.99* | 13:17 |
blast007 | the 2.99 modeltool could be backported to 2.4 for the next release | 13:18 |
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blast007 | oh noes! I've been killed! | 18:30 |
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Flash | does modeltool need to be part of bzflag, or should it be separated? | 19:30 |
blast007 | Flash: currently it makes use of the TextUtils class from BZFlag | 20:03 |
BulletCatcher | modeltool uses its own SimpleTextUtils and doesn't seem to have any actual dependencies outside its directory. | 20:08 |
BulletCatcher | It could be split out if we had a place to put it. | 20:08 |
blast007 | BulletCatcher: the one in 2.99 doesn't | 20:09 |
blast007 | we also currently install modeltool with the macOS .app | 20:11 |
blast007 | include* | 20:11 |
blast007 | I guess the SimpleTextUtils was a recent-ish change | 20:13 |
Flash | a project as old as BZFlag has a lot of "utils" that should be retired in favor of standards-based solutions, at some point | 20:37 |
blast007 | certainly :) | 20:55 |
blast007 | some of the stuff in TextUtils is pretty specific to our use though, such as the tokenize method | 20:55 |
blast007 | it's not something a regex would replace | 20:55 |
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JeffM[m] | Replace bzw with an XML scene format that references obj files and you don't need model tool anymore | 21:11 |
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blast007 | glTF may be a viable replacement for BZW | 22:23 |
Zehra | For a moment I thought giFT was going to be used... :p | 22:27 |
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blast007 | blender can import/export glFT, Assimp (a C++ library) can import | 22:59 |
blast007 | might need a custom extension for some of our map properties like teleporter links, so that may complicate things a bit | 22:59 |
blast007 | I'm not sure if you can add functionality to a Blender plugin with another plugin | 22:59 |
Zehra | I wonder if it is possible to remove teleporter links and instead add some form of a teleporter attribute or something? | 23:03 |
Zehra | There's the zone object and there is also custom zones, so not sure how that is handled. | 23:04 |
Zehra | I'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 |
Zehra | Teleporter 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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Zehra | Or 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 |
blast007 | we'd have to investigate | 23:12 |
blast007 | I don't know much about the format | 23:12 |
Zehra | Same. | 23:16 |
Zehra | I'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 node | 23:18 |
Delusional | last 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 |
blast007 | yeah, I don't think we really make use of object names | 23:19 |
blast007 | /saveworld is really just a hackish feature, so it's not gonna work perfectly | 23:20 |
Delusional | currently working on a map with 52 named teleporters… i really needed that | 23:20 |
blast007 | if you want the world, get the BZW from the server | 23:20 |
Delusional | but 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, bzbox3 | 23:22 |
Delusional | you can partially get around that by using groups | 23:24 |
blast007 | can Wings3D import BZW, or just export? | 23:25 |
Delusional | it will import obj files, and export bzw | 23:26 |
Delusional | cannot directly import bzw | 23:26 |
Delusional | and 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 |
Delusional | at 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 objects | 23:28 |
Delusional | but BZ’s logic was improved long ago, “inside” is no longer needed | 23:29 |
blast007 | it isn't? | 23:30 |
blast007 | Don't flags still spawn inside mesh objects if you don't have an inside point? | 23:31 |
Delusional | I don’t see that on my maps | 23:31 |
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blast007 | might depend on the object. I've seen it on Rat's Nest before. | 23:35 |
Delusional | but 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 objects | 23:36 |
JeffM[m] | then all your collision objects are convex not concave and you don't need inside points | 23:37 |
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Delusional | if 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 |
Delusional | if a tank just touches a non-planar face, it gets stuck every time | 23:41 |
Delusional | even on the side of an object | 23:41 |
blast007 | (oh, I guess Assimp can both import *and* export glTF) | 23:42 |
allejo | i did a thing | 23:46 |
Delusional | with 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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