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Zehra | Agatha: BZFS parses bzw files, BZFlag doesn't. (Ironically BZFS can read bzw, BZFlag itself can't, but it can output .obj, which modeltool can read and output .bzw, IIRC) | 01:04 |
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Zehra | But check in "playing.cxx" for "static void loadCachedWorld()" for some insights. | 01:06 |
Zehra | Also, blast did mod BZFS at one point to read a cached world. | 01:09 |
Zehra | Is there an easy way to solely compile BZFS? (Linux system.) | 01:36 |
Zehra | Since I am looking to modify/update some things for testing/patches, but I don't wish to compile BZFlag/BZAdmin programs, nor compile the plug-ins. | 01:38 |
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blast007 | the client can output both .bzw and .obj | 02:17 |
blast007 | /saveworld whatever.bzw or /saveworld -o whatever.obj | 02:18 |
Juest | Zehra: blast said earlier that bzfs has the logic to read bzw and bzflag has the logic to write bzw | 02:37 |
Juest | Agatha: did you find what you were looking for yet? | 02:37 |
Zehra | Juest: My phrasing was bad, it seemed to perhaps imply that bzflag couldn't output bzw. And it seems to imply modeltool can read and rewrite both bzw. | 02:40 |
Juest | errata: only bzflag has logic to write and bzfs only has logic to read | 02:41 |
Zehra | ^ | 02:41 |
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Zehra | And modeltool can write bzw. But modeltool can read .obj. BZFlag can output .obj. | 02:42 |
Juest | cool | 02:45 |
Zehra | We still need some backports to modeltool though. | 02:46 |
Zehra | And I do hope to take advantage of it, if it does come. | 02:46 |
Juest | why not a standalone utility that takes parts of bzfs so we can salvage cached worlds? | 02:47 |
Juest | much like what blast modded | 02:47 |
Juest | but instead put in a standalone utility | 02:47 |
Juest | very useful | 02:47 |
Zehra | Anything can be done, it's merely a question of if someone will do it. | 02:47 |
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Zehra | We got some programmers who can do it. We got the know how of how to do it. But if no one does it, it's merely a theory. | 02:48 |
Zehra | But if anyone wants, I'll share enough data for nearly everything. (Opus Magnum.) | 02:49 |
Agatha | (Juest: I was trying to find what order bz does transformations, because nothing I try seems to work consistently. However, the problem also became moot.) | 03:36 |
Juest | oh... | 03:37 |
Zehra | Is this related to the textures/materials in bzw? | 03:38 |
Zehra | Or the creation/handling of meshes? | 03:38 |
Zehra | Since it may be viable in some cases, to simply generate one set of objects purely for the visuals, while the other for the physics/collision detection. | 03:41 |
Zehra | This is what I'm looking into for city/world generation, as my recent attempt with bzwgen, resulted in decent buildings, but the texturing was incorrect and had issues. | 03:42 |
Zehra | Possibly this is me simply attempting at over-engineering something. (Which I'm rather known at.) | 03:45 |
Agatha | Meshes. Specifically I was trying to load Two Tanks in a custom piece of software, and wasn't getting the right transformations so the geometry was bungled. It might be because I don't know what I'm doing in general, but I figured checking the transforms in bzflag itself would be the right place to start. | 03:56 |
Zehra | Are you using bzw parsing or using the .obj's from bzflag? | 03:59 |
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Agatha | parsing bzw | 04:08 |
Juest | bzfs has the parsing logic | 04:54 |
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BZNotify | 2.4 @ bzflag: atupone pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/961caa81f017...6549d6f1ecbd): | 07:35 |
BZNotify | 2.4 @ bzflag: atupone 6549d6: Avoid crashing during sort (probably never called) (https://github.com/BZFlag-Dev/bzflag/commit/6549d6f1ecbdcf86b737a9292a1f960ca285b18a) | 07:35 |
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cods | > /j #rust | 10:39 |
cods | oops | 10:39 |
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