#3048706 - 07/09/10 08:35 PM
Ogre
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
Member
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Member
Joined: Jun 2005
Posts: 675
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Update: 17FEB11 1. Download and install Microsoft Visual C++ 2008 SP1 Redistributable Package (x86) or Microsoft Visual C++ 2008 SP1 Redistributable Package (x64) 2. Download EE demos Ogre package3. Unpack it anywhere. 4. Run eeogre3.exe there. 5. Choose Rendering Subsystem: Direct3D9 Rendering Subsystem, required resolution and full screen option, press OK. 6. Wait a couple of minutes. Esc or Q - exit. W/S/A/D,Arrows,PgUp/PgDown,Mouse (w/ or w/o right button and left shift) - movement/rotation ./;'[] (w/ and w/o shift) - change the first or the second scene (look at bottom left corner for their hex numbers). 7. Use steps 4-6 for eeogre4.exeUse M and Shift+M to change the map number.
Last edited by FireBird_[WINE]; 02/17/11 12:41 AM.
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#3048793 - 07/09/10 11:03 PM
Re: Ogre
[Re: ]
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Joined: Jun 2007
Posts: 338
Alemart
Member
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Member
Joined: Jun 2007
Posts: 338
Zárate, Buenos Aires Province,...
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And what do this software does?
Raúl Alejandro Molina Rosetti A.K.A.: Alemart_el_Redentor. Alemart_the_Redeemer. Alemart. Antaeus. FAA-117 FAAVPilot. pupae_pedorra.
Major, Argentine Virtual Air Force.
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#3049046 - 07/10/10 10:45 AM
Re: Ogre
[Re: FireBird_[WINE]]
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**DONOTDELETE**
Unregistered
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BANITA
Unregistered
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If you think that someone wants to download several hundred megabytes programs, half hour install do not know what, you can see how you're wrong.I even do not you post one screen.
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#3049066 - 07/10/10 11:52 AM
Re: Ogre
[Re: FireBird_[WINE]]
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**DONOTDELETE**
Unregistered
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BANITA
Unregistered
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Ok downloading:) No problem, you simply have to remember that this forum read hundreds of people (including I) who did not know English perfectly;)
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#3049095 - 07/10/10 01:09 PM
Re: Ogre
[Re: ]
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Joined: May 2010
Posts: 3,812
JAMF
Frugalite & P-38 fan
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Frugalite & P-38 fan
Senior Member
Joined: May 2010
Posts: 3,812
The Netherlands
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#3049666 - 07/11/10 12:03 PM
Re: Ogre
[Re: FireBird_[WINE]]
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Joined: Sep 2003
Posts: 1,891
dfang
Member
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Member
Joined: Sep 2003
Posts: 1,891
Micco
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Well,,got it (OGRE) installed,,don't know what I'm looking at,,but,,can see some use for this program..Like looking at every object in EECH and seeing it's specs... ******************************************************************************************** *******************************************************************************************
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#3050089 - 07/11/10 10:38 PM
Re: Ogre
[Re: dfang]
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Joined: Jun 2007
Posts: 338
Alemart
Member
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Member
Joined: Jun 2007
Posts: 338
Zárate, Buenos Aires Province,...
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COOL!, i can see the potential!!!
Raúl Alejandro Molina Rosetti A.K.A.: Alemart_el_Redentor. Alemart_the_Redeemer. Alemart. Antaeus. FAA-117 FAAVPilot. pupae_pedorra.
Major, Argentine Virtual Air Force.
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#3127471 - 10/31/10 11:45 AM
Re: Ogre
[Re: FireBird_[WINE]]
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Joined: Mar 2006
Posts: 2
Galatei
Junior Member
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Junior Member
Joined: Mar 2006
Posts: 2
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Man, Ogre doesn't fit into EECH, and you'd know that if you had some time spent with it's source. I did spend a lot of time on EECH trying to get it up to DX9. I have D3D, Audio and Input done, but still working (in some limited free time) on conversion from DirectDraw7 to D3D in 9, as there's no direct equivalent.
Ogre is C++, fully objective graphics engine, driven by templates and resource files. Everything is specd in completely different way than in EECH. Although EECH can be compiled with C++ fine, it was written in C and simply doesn't match Ogre's concepts and programming style. One can't simply ignore that fact and mix C and C++ just like that.
You're far better by learning Ogre and writing EECH from scratch using same ideas. Write a new sim using EECH resources. Cheers
Future misty is, impossible to see.
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#3127513 - 10/31/10 01:40 PM
Re: Ogre
[Re: Galatei]
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Joined: Oct 2007
Posts: 421
_michal
poly pusher
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poly pusher
Member
Joined: Oct 2007
Posts: 421
Poland
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I did spend a lot of time on EECH trying to get it up to DX9. I have D3D, Audio and Input done, but still working (in some limited free time) on conversion from DirectDraw7 to D3D in 9, as there's no direct equivalent. This is the best news since Arneh's Hind! I hope you will be able to finish the conversion some day.
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#3127576 - 10/31/10 03:39 PM
Re: Ogre
[Re: _michal]
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Joined: Jun 2006
Posts: 2,288
arneh
Member
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Member
Joined: Jun 2006
Posts: 2,288
Oslo, Norway
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I did spend a lot of time on EECH trying to get it up to DX9. I have D3D, Audio and Input done, but still working (in some limited free time) on conversion from DirectDraw7 to D3D in 9, as there's no direct equivalent. This is the best news since Arneh's Hind! I hope you will be able to finish the conversion some day. Indeed, getting EECH updated to something newer than dx7 would be awesome! Though I don't know enough about Ogre to know if it's wrong to port EECH to use it, or if a port to dx9 (10, 11?) would be better.
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#3127676 - 10/31/10 07:26 PM
Re: Ogre
[Re: Galatei]
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
Member
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Member
Joined: Jun 2005
Posts: 675
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Man, Ogre doesn't fit into EECH, and you'd know that if you had some time spent with it's source. Ogre is C++, fully objective graphics engine, driven by templates and resource files. Everything is specd in completely different way than in EECH. Although EECH can be compiled with C++ fine, it was written in C and simply doesn't match Ogre's concepts and programming style. One can't simply ignore that fact and mix C and C++ just like that. Balderdash. The majority of the game has nothing with 3D graphic engine - and many modern products (games) use languages much farther from C++ than C for those parts. I did spend a lot of time on EECH trying to get it up to DX9. I have D3D, Audio and Input done, but still working (in some limited free time) on conversion from DirectDraw7 to D3D in 9, as there's no direct equivalent. I did spend a lot of time on EECH trying to get it up to OpenGL. And when I DID it I found that changing DX7 calls into others in place gives practically nothing. And much before me Tamlin had made the same - and the result he had got is practically the same. The whole EECH graphic pipeline is outdated, and in order to achieve something significant, a whole rendering process must be overwritten. And this is bad when good and skillful people continue to try to break the same wall several times loosing their precious free time. You're far better by learning Ogre and writing EECH from scratch using same ideas. Write a new sim using EECH resources. It is not a solution either. And there are two reasons for it: 1. EECH's models are far away from modern video cards expectations - you can see it looking at "Batch count" in the first EECH Ogre demo. And the choice of API used for putting those models into modern video cards gives practically nothing. 2. As I previously mentioned, most of the game has nothing with graphics. And we all like that part. Good luck.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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