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#2874738 - 10/07/09 02:23 AM Re: Rendering Sequence Tree calculation/generation [Re: sydbod]
doshea Offline
Junior Member

Registered: 06/09/09
Posts: 42
Loc: Australia
Originally Posted By: sydbod
Single precision integers would be fine. What I am saying is when doing calculations, these integers will be automatically converted to the largest number system being used in the computation. If the largest number system being used is a standard float then the results you will get is a single precision floating point result. At shallow angles this is not very precise. You want to force all values to be double precision floats. this will give you much better precision.
Also make sure you are using double precision trig functions.


There is no floating point or trig functions in my code at all - just multiplication and addition to calculate Ax + By + Cz + D. Actually, I am using some C++ vector classes (http://eigen.tuxfamily.org/) to calculate the dot product Ax + By + Cz, but that is all in integers. I can't see that I would need any trig functions unless I'm coming at this from a completely wrong angle smile

Thanks,
David
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#2874739 - 10/07/09 02:26 AM Re: Rendering Sequence Tree calculation/generation [Re: Col. Gibbon]
doshea Offline
Junior Member

Registered: 06/09/09
Posts: 42
Loc: Australia
Originally Posted By: Col. Gibbon
The original EAW models, did on occasions use piggyback elements


Thanks, I'll be on the lookout!

Regards,
David
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#2874744 - 10/07/09 03:07 AM Re: Rendering Sequence Tree calculation/generation [Re: doshea]
sydbod Offline
Member

Registered: 10/21/04
Posts: 1447
Loc: Sydney Australia
Quote:
I can't see that I would need any trig functions unless I'm coming at this from a completely wrong angle smile


AHH!!!! my apologies, I am jumping the gun a bit. I was assuming you were doing all the calculations in the one go. The normals and normalizing them to unity.

Here is a link to an open source 3D model editor that I was thinking of converting to do EAW models, but never got around to do it. It is worth having a look at, should you be interested.
http://www.misfitcode.com/misfitmodel3d/

Regards Syddy smile
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#2874750 - 10/07/09 03:47 AM Re: Rendering Sequence Tree calculation/generation [Re: sydbod]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
Hi Peter.

Please don't try and make another 3dz Studio, when we have a perfectly good one now. All it needs is finishing, by adding in Gurney's RS calc, Will's Normals calc, and Jelly's tools.

Then we have the perfect studio for EAW.
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#2874761 - 10/07/09 04:47 AM Re: Rendering Sequence Tree calculation/generation [Re: Col. Gibbon]
sydbod Offline
Member

Registered: 10/21/04
Posts: 1447
Loc: Sydney Australia
Hi John,

The reason I mentioned the other program was because I have actually tried it.
It is one of the very few 3D packages that work basically the same way as we work using 3dz Studio.
Putting down vertices and then making faces from them. It also has very functional editing capability that are not as clunky and long winded as within 3dz Studio.
I wont be making a new studio any time soon as I just don't have the time with what is going on at home at the moment, but I thought it would be worth mentioning as this new program is a very nice base point for this sort of development.

I suppose I also have a dislike for VisualBasic based programs, as I am a little too old to start to get good proficiency in that language. This dog has become too old to want to learn new tricks .... I have become a grumpy old fart.

Regards Syddy smile
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#2874765 - 10/07/09 04:52 AM Re: Rendering Sequence Tree calculation/generation [Re: Col. Gibbon]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
Ah, there's some important things that Will's version does better.

1 - Adding piggybacks with new nodes. I know, we shouldn't be using piggybacks but they still have a place when upgrading old models.

2 - "Save As" option picks up the file you are presently working on. You don't have to pick the file name from the pop up window thus avoiding accidentally writing over the wrong file.

3 - Color notification if an element has piggybacks.

4 - Option to add a new node or an existing node on the element pop up screen.

5 - Texture pop up screen includes a "see all mapping" button.

6 - The option to outline an element in red rather than highlighting the entire element.



As a matter of fact the only drawback to Will's version is that it can't handle the new action codes.

Since it is superior in so many ways I will continue to use it and then when the model is complete I'll use the other version to add in the action codes.
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#2874826 - 10/07/09 06:28 AM Re: Rendering Sequence Tree calculation/generation [Re: Rotton50]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11116
Loc: Fleet, Hampshire, England.
Hi Ray.

I'm sure those feachers can be added to an updated original studio, with new action codes.

The one thing we desperatly need in an updated studio is making a new RS every time the model is altered, and if the RS can't work, then an on screen warning should be seen, as well as a warning for twisted elements.

Of course, there would need to be an on/off option, for modding old models. wink
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#2874827 - 10/07/09 06:29 AM Re: Rendering Sequence Tree calculation/generation [Re: Rotton50]
sydbod Offline
Member

Registered: 10/21/04
Posts: 1447
Loc: Sydney Australia
HI Rotton50,

For the benefit of others, some clarification may be in order.

All the versions of 3dz studio are the work of "Gurney".
He created one version that worked in one particular windowing mode and then switched to another windowing mode to continue the development and finish it.
Both these versions had the source code.

The first version had a very nice way that the windows tabs were handled but it was flakey and kept crashing after even very small changes were done to a model.
None the less some people liked the feel of this version, and as such, I just sorted out what bugs I could find, added the extra action codes, and passed the corrected source code back to Col. Gibbon.
Any new work can be continued from this current version if one wants to use this particular version. I am sure some people would like to see this version advanced further, but I just don't have the time or inclination at the moment.

The second version was basically functional, and Will added some useful features to it.
Dealing with Piggybacks is one of the features that I personally believe has no place in any version of the 3dz studio. That feature is an abomination and only breaks any form of RS generation. If a person spent as much time on understanding and using Piggybacks, and spent it on understanding the concept on BSP, then the requirements for Piggyback would no longer be required.
I agree with you that the work that Will did , has produced in general, a better version of the second version of the 3dz Studio, ...... but ......., and it is a HUGE but ( Mmmmm I like big butts)...... he did not leave the source code behind of his version, and as such, if one wants to keep his functionality, it will require the recoding of his features back into Gurneys original second version.

If there is some one in the forum that has an understanding of Visual Basic and wants to do some development on the 3dz Studio, then I am sure Col. Gibbon will pass on the code, and the other members of this community would be very pleased.

Regards Syddy smile
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#2874832 - 10/07/09 06:49 AM Re: Rendering Sequence Tree calculation/generation [Re: sydbod]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
"That feature is an abomination"

That's a little harsh, seeing as how about 90% of all EAW models with have them and they run with no ill affects in the game.



"If a person spent as much time on understanding and using Piggybacks, and spent it on understanding the concept on BSP, then the requirements for Piggyback would no longer be required."

I adamantly disagree with that statement. There's a big, huge, monumental, colossal difference between understanding the piggyback idea and wrapping your head around BSP.

I learned to make a piggyback in 10 minutes and I've taught it to other interested parties in the same amount of time. Can't say the same for BSP.







Anyhow, if Will's version can't be fixed than I strongly encourage anyone that works on the older version to keep my list in mind. These are worthwhile additions that must be included in any upgrade.

Including the abominable piggyback options, despite Syddy's opinion.
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#2874866 - 10/07/09 07:31 AM Re: Rendering Sequence Tree calculation/generation [Re: Rotton50]
sydbod Offline
Member

Registered: 10/21/04
Posts: 1447
Loc: Sydney Australia
Quote:
"That feature is an abomination"

That's a little harsh, seeing as how about 90% of all EAW models with have them and they run with no ill affects in the game.


The reason so many models use Piggyback elements is because people have been pulling and stretching already working models into forms that they should not have. This has made some successful models and some very unsuccessful models also.

The reason I call it an abomination, is that it totally can stop one creating a new model.
If one creates a new model it will have no BSP sequence, there is no way one can get a starting BSP sequence in the first place to apply a piggyback onto to get a working model. It is a chicken and the egg problem. One will always be stuck just being able to stretch and warp existing models.
If one knows how to do a model properly to get a working BSP sequence, then there is no reason to have a piggyback as it is not needed.
And if one has the skills to create BSP compliant models, then one does not require piggyback even when one stretches older models, because one can see in their minds what that change will do to the BSP, and one will know how far one can mallform a model in the first place.

All that Piggybacks do is to stop people to learn how to do things properly, and as such, stop people from being as creative as they should be able to become.

Just look at what Col. Gibbon has been able to achieve, and many others.
And if I may say so, VBH has also done some sterling work with his knowledge of BSP techniques.

It is a personal belief , but I still stand by it,"That feature is an abomination".

Regards Syddy smile
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