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#4383394 - 10/05/17 09:53 PM OgreEE once again  
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FireBird_[WINE] Offline
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Hi.

My post will be choleric, sorry for this in advance.

First of all I should tell you about problems in textures.
Many textures have dimentions of size NOT power of two.
They are
Quote
camo\AH64_RHS.bmp
camo\AH64_STINGER.bmp
camo\CHROME.bmp
camo\flag BMF.tga
camo\HIP_WHEEL.bmp
camo\LEFT_MFD_KNOB.bmp
camo\LOW_EYE.bmp
camo\RAH66_LIGHT.bmp
camo\RIGHT_MFD_KNOB.bmp
camo\SW_EYE.bmp
camo\SW_MOUNT.bmp
camo\SW_MOUNT_RT.bmp
camo\VIPER_GRILL2.bmp
camo\VIPER_LIGHT.tga
camo\VIPER_R_PANEL.bmp
cockpit\ah-1z-cockpit\LEFT_V_IP.bmp
cockpit\ah-1z-cockpit\VIPER_CKPT_FRAME_II.bmp
cockpit\ah-1z-cockpit\Z_CKPT_SIDE_PANEL.bmp
cockpit\ah-1z-cockpit\Z_CKPT_SIDE_PANELII.bmp
cockpit\ah-1z-cockpit\Z_PEDAL.bmp
cockpit\ah-64d-cockpit\AVCKPT_HELMET_TOP.bmp
cockpit\ah-64d-cockpit\AVCKPT_TWISTKNOB_BASE.bmp
general\RUSSIAN_PILOT_V1_MAP_2.bmp
general\US_PILOT_V1_MAP_2.bmp
I think they must be resized.

Some BMP files are 32-bit, while EE uses only 24 of them. It leads to problem when these files are used outside of EE (in Lightwave, for example).
Quote
camo\66_ANTI_RADAR_PAINT-D.bmp
camo\66_BAY_DOOR-D.bmp
camo\66_FUSELAGE_GRILLE-D.bmp
camo\66_GENERIC_PAINT-D.bmp
camo\66_HATCH1-D.bmp
camo\66_HUB_HOLES-D.bmp
camo\66_ROTORHUB_BLUR-D.bmp
camo\HIP_UNDER_MK1-D.bmp
camo\HIP_UNDER_MK1.bmp
cockpit\ah-64d-cockpit\AVCKPT_CPG_DOOR_KNOB.bmp
cockpit\ah-64d-cockpit\AVCKPT_THROTTLE_GRIP.bmp
cockpit\mi-24v-cockpit\HINDCKPT_BLACK_RUBBER_PIPE.bmp
cockpit\mi-24v-cockpit\HINDCKPT_COMPASS_HOUSE.bmp
cockpit\mi-24v-cockpit\HINDCKPT_FANBLADE.bmp
cockpit\mi-24v-cockpit\HINDCKPT_FRONT_COVER.bmp
cockpit\mi-24v-cockpit\HINDCKPT_GLARE_SHIELD_RUBBER_EDGE.bmp
cockpit\mi-24v-cockpit\HINDCKPT_VERICAL_VELOCITY_INDICATOR.bmp
cockpit\mi-24v-cockpit\HINDCKPT_WAYPOINT_LETTERS.bmp
cockpit\mi-24v-cockpit\HINDCKPT_WIRE_CLAMP.bmp
terrain\thailand\TERRAIN_THAI_TRACK.bmp
I think they must be re-saved in BMP or TGA 24-bit.

I think EE should check for unexpected file formats on textures load.

The more serious question is alpha channel values. textures.bin have that value inverted and that's why all external files became to use it inverted too. Why? Again, when we use that file outside of EE (in Lightwave, for example) it's impossible to use ordinary.
TGAs can be converted with "dir /s /b *.tga | inv_alph.exe" in "textures" directory where inv_alph.exe in made from the following
Code
#include <stdio.h>
#include <string.h>
#include <assert.h>

char filename[1024];
unsigned width, height;
unsigned char data[4 * 4096 * 4096];

int load(void)
{
	unsigned char header[18];
	unsigned size, i, j;
	FILE* f = fopen(filename, "rb");
	assert(f);
	fread(header, sizeof(header), 1, f);
	assert(!(header[1] || (header[2] != 2 && header[2] != 10) || (header[16] != 24 && header[16] != 32) || (header[17] & 0xD0)));
	if (header[16] != 32)
	{
		fclose(f);
		return 0;
	}
	width = ((unsigned)header[13] << 8) | header[12];
	height = ((unsigned)header[15] << 8) | header[14];
	size = width * height * 4;
	if (header[2] == 2)
		fread(data, size, 1, f);
	else
	{
		unsigned char count, offset = 0;
		unsigned char buf[4];
		do
		{
			fread(&count, 1, 1, f);
			if (count++ & 0x80)
			{
				count -= 0x80;
				fread(buf, 4, 1, f);
				while (count--)
				{
					memcpy(&data[offset], buf, 4);
					offset += 4;
				}
			}
			else
			{
				unsigned size;
				size = count * 4;
				fread(&data[offset], size, 1, f);
				offset += size;
			}
		}
		while (offset < size);
	}
	fclose(f);
	if (!(header[17] & 0x20))
		for (i = 0; i < height / 2; i++)
		{
			unsigned char* a = &data[i * height * 4];
			unsigned char* b = &data[(height - i - 1) * width * 4];
			for (j = width * 4; j--; a++, b++)
			{
      			unsigned char c = *a;
				*a = *b;
				*b = c;
 			}
		}
	return 1;
}

void save(void)
{
	FILE* file = fopen(filename, "wb");
	assert(file);
	fwrite("\0\0\002\0\0\0\0\0\0\0\0\0", 12, 1, file);
	fwrite(&width, 2, 1, file);
	fwrite(&height, 2, 1, file);
	fwrite("\040\040", 2, 1, file);
	fwrite(data, width * height * 4, 1, file);
	fclose(file);
}

int main(void)
{
	while (fgets(filename, sizeof(filename), stdin))
	{
		filename[strlen(filename) - 1] = '\0';
		if (load())
		{
			unsigned char* data = &data[3];
			unsigned size;
			for (size = width * height; size--; data += 4)
				*data = ~*data;
			save();
		}
	}
	return 0;
}


Now back to topic.
I made some fixes comparing to the previous version http://SimHQ.com/forum/ubbthreads.php/topics/4196627/
Fixed alpha handling, improved material conversion (it's still not perfect). Enabled muzzles and smoke, improved terrain support (noise).
Both small utilities can now change ambient light with U, I, O, P with and without Left Shift.
Terrain utility now uses custom true colour textures.

https://ufile.io/sxjlf

Unpack the archive into "cohokum" directory. Executables are in "ogre3d" directory.
Run them, choose either OpenGL or Direct3D9 renderer.
When choosing Direct3D9 please also choose "Floating point: consistent".

If your system supports nVidia 3D Vision, running with Direct3D renderer in Full-Screen mode will use that feature. Someone asked about VR support - as you can see it's a leap in that direction.

In game the most usable thing is "Combat/Demo" still.

FireBird

#4383401 - 10/05/17 10:28 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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Viper1970 Offline
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Hello FireBird,

so glad to see you here again dance and many thanks for your detailed description. Hope I can understand a little bit of it, because I'm such a bloody beginner with Allmods and in coding and this code is really complex mycomputer biggrin .

As I have seen the source code for the first time I realized what outstanding work all the modders have done to make Allmods what it is today. Thank's for that!!!



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#4383796 - 10/08/17 07:54 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
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messyhead Offline
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Firebird is back!

Can we make some concrete plans to get EE running with Ogre fully?

Did you see my thread about the wishlist and development road map?

I'll admit I don't fully understand the rendering pipeline, but I'll try and get my head round it to help as much as I can.

Also, are you working on the master branch? We might need to discuss branching, so that other fixes can go in master while Ogre work is in another branch. I posted on codebase about branching a while ago.

Last edited by messyhead; 10/08/17 07:59 AM.
#4383964 - 10/09/17 06:41 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
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FireBird_[WINE] Offline
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My post is about what Ogre may bring to EE.
Modern (even ten years old is modern) graphics engines are fundamentally different from original EE's one. It's just a coincidence that both Ford T and Ford Fiesta are called with the same word "a car". They are totally different.
I'm not a pro in 3D graphics at all. Moreover all of my skills in patching EE's GFX engine help me just a little in making Ogre conversion.

I hope all of us understand that architecturally different GFX engine means completely different restrictions for all derivatives: models, scenes. effects, scalability, new features.
If addition of new effect requires just modification of one text ".material" file and there's no need to find where to put your changes into ".c" code, it's a totally different level. There's no need to count point and polygons per model, for example.

I'm working with 2D map drawing code now. It's very complex in EE. Each triangle is split into several by isolines, each resulted part is painted with it's own color, isolines itself are drawn with their own color. Tons of .c code.
But there's another way. We just send the entire map as a single object to GFX card. The color of each pixel is calculated by pixel shader (example is a shader for FX Composer, not for Ogre).
Code
float4x4 WorldViewProj : WorldViewProjection;

struct Output
{
	float4 pos: POSITION;
	float2 saved: TEXCOORD0;
};

Output mainVS(float3 pos : POSITION, float3 norm : NORMAL0)
{
	Output OUT = (Output)0;
	OUT.pos = mul(float4(pos.xyz, 1.0), WorldViewProj);
	OUT.saved.x = norm.x - norm.z;
	OUT.saved.y = pos.y;
	return OUT;
}

texture ColoursTexture <
    string UIName =  "HeightColours";
    string ResourceType = "2D";
>;

sampler2D Colours = sampler_state
{
	Texture = <ColoursTexture>;
	MinFilter = Point;
	MagFilter = Point;
};

const int colours = 16;
const float layers[15] = {-0.001, 250, 500, 750, 1000, 1500, 2200, 3000, 10000, 10000, 10000, 10000, 10000, 10000, 10000};
const float4 border = { 0, 0, 0, 1 };

float get_layer(float y)
{
	if (y < layers[7])
	{
		if (y < layers[3])
		{
			if (y < layers[1])
				return y < layers[0] ? 0 : 1;
			else
				return y < layers[2] ? 2 : 3;
		}
		else
			if (y < layers[5])
				return y < layers[4] ? 4 : 5;
			else
				return y < layers[6] ? 6 : 7;
	}
	else
		if (y < layers[11])
		{
			if (y < layers[9])
				return y < layers[8] ? 8 : 9;
			else
				return y < layers[10] ? 10 : 11;
		}
		else
			if (y < layers[13])
				return y < layers[12] ? 12 : 13;
			else
				return y < layers[14] ? 14 : 15;
}

float4 get_colour(float layer)
{
	const float offset = clamp(layer / colours, 0, 0.9999999);
	const float2 index = {offset, 0};
	const float4 colour = tex2D(Colours, index);
	return colour;
}

float4 mainPS(Output IN) : COLOR
{
	const float y = IN.saved.y;
	const float diff = fwidth(IN.saved.y);
	const float layer = get_layer(y);
	float4 colour = border;
	const float next = get_layer(y + diff);
	const float prev = get_layer(y - diff);
	if (abs(next - prev) < 0.01)
	{
		colour = get_colour(layer);
		if (IN.saved.x < 0)
			colour = 0.66 * colour;
	}
	return colour;
}

technique technique0 {
	pass p0 {
		CullMode = None;
		VertexShader = compile vs_1_0 mainVS();
		PixelShader = compile ps_3_0 mainPS();
	}
}

[Linked Image]

There's just a little .c code. The main logic is not in .c files to be compiled but in external text file that can be easily modified even by less skilled people.


Sorry, but I see no future of EE without a fundamental change in its possibilities. I said it two years ago, I say it again. Nothing changed in my opinion except that two more years have passed, new GFX cards and approaches have appeared.
I wish I were skillful in 3D programming, but I don't.
I doubt I can make a total conversion to Ogre usage by myself. Even the parts I converted are not as good as they could be. For example - looks at the fonts. Ogre 1.9 does not support italic fonts, but the EE's main menu use those.

#4383978 - 10/09/17 10:50 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
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Viper1970 Offline
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Quote
But there's another way. We just send the entire map as a single object to GFX card. The color of each pixel is calculated by pixel shader (example is a shader for FX Composer, not for Ogre).


How complex would this be to do?

Quote
There's just a little .c code. The main logic is not in .c files to be compiled but in external text file that can be easily modified even by less skilled people.


This is what I thought of would be really helpfull, but as I'm a completely noob in coding I had no idiea if such a thing is possible.


But there is also another thing we have to keep in mind for my opinion:

I know I'm new to the project and never done anything for it, so I have to respect the work and the knowledge of all those modders who made Allmods what it is today. But what I'm afraid of is that with all this convertion to a new engine etc. we never get a useable simulation the next time. That's why I thought about taking the version that has the most features in now and fix the greatest problems for making it usable in a relatively fast time.

After this a completely overhaul of Allmods would be a really nice thing and could add some usefull things for the future, but I think it has to be a separate project. This is an extremly time consumption work and if some people have no more time or desire to do it, we are still left with an unfinished not useable game if there is no fixed alternative version available in the meantime.

That's why I thought to make at first the already in game helicopters working with the use of the at the moment available techniques. For example bringing the russian helicopters to the level the US choppers still are, or making the cockpit lighting work like it still did in 1.15.4, intergrating the Blackhawk again and maybe do some other gameplay important fixes. After this people who like Allmods can play it in the meantime and there is much time to do the complete overhaul. If this overhaul fails because no-one is willing to finish it, we still have a useable simulation.


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#4383982 - 10/09/17 11:34 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
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messyhead Offline
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Firebird, I'll PM you about some things I've been thinking about for the future development of EE. Some of it is already in the roadmap I posted, and in the wishlist.

2 years ago, when you started posting about Ogre, I wasn't skilled enough to help. But I think I am now able to help more, and also thealx mentioned he might be available towards the end of the year.

I think that in order to modernise EE, we need to have a combined effort amongst the available modders, and not just you on your own. You've done great work on EE over the years, so it would be a great loss now to not get some real progress on this.

#4384007 - 10/09/17 03:09 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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FireBird_[WINE] Offline
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[quote]How complex would this be to do?[/code]

Don't you see the code and screenshot? How complex *is* this? Comparing to terrmap.c having 5000 lines of code?


I "started posting" about Ogre SEVEN years ago.
TWO years ago I issued the demo with working UI, terrain and movable models.


If I have time I'll do what I can. But sure, everything is not what I can.

#4384013 - 10/09/17 03:43 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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messyhead Offline
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Originally Posted by FireBird_[WINE
I "started posting" about Ogre SEVEN years ago.
TWO years ago I issued the demo with working UI, terrain and movable models.


Apologies. I was using the timescale in your post. I remember reading about Ogre conversion quite sometime ago. I didn't realise it was as far back as 7 years. If you want to get this moving again, please read my PM reply, and not be so dismissive of suggestions.

#4384018 - 10/09/17 04:21 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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Viper1970 Offline
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FireBird,

I'm no programmer so I don't know anything about this. I only tried to get the work at Allmods starting again, to get the bugs fixed and all content it had working, because I thought its really worth it!

What I can see from the "outside" is that we have now three different "versions" (1.15.2, 1.15.4, 1.16.0) of the game but none of them is really useable at the moment. I mentioned the problems each version has in one of my prevenient post here in the forum. As a gamer you first want to have an as far as possible functional version of a simulation, that's most important.

This could be done with the engine or coding we already have, because most of it even worked in the different versions but never all together in one release. Some adjustments have to be made, like e.g. the MI-28 instruments for D3D9 or some fixes like the KA-50 cockpit which never worked or some object collision problems. Maybe there are some other things too, but if those fixes are made we have at least a useable simulation even if its not based on more advanced coding or what else.

I understand that the games engine or coding isn't perfect at the moment and there are much things that could be improved, but I also see that this again will take much time, a time no-one can enjoy Allmods in the meantime or if this again will not be finished, for ever.

And to be honest, who worked at the project for the last two years? This should be no criticism to you all, because I can follow that you all have a RL and a job too, but if you start to rebuild the whole simulator now I have the fear, that in the end we have again a not finished project no-one could really use, cause the people who started rebuilding it have no more desire or time to work on it.

That's why I thought to take what's allready there even if its not perfect and make the best out of it. After that I would really enjoy if Allmods will be modernized and it's able to make new things that now are impossible or very complex to do. Believe me I'm the last person who doesn't want to see that Allmods becomes new improvements, but there is also a great chance that all this enthusiasm come to nothing at the end.

That's just my two cents here. At the end you modders have to decide what happens to Allmods.


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#4384324 - 10/11/17 09:52 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
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messyhead Offline
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FireBird, what do you think are the next steps needed to get more things implemented in Ogre. What can I do to help with that?

Is there any good resources for learning how Ogre works? I've had a quick look at some of the tutorials.

Would you mind if I take the current master branch, and check it into a new branch for Ogre development, and leave the master as the last release? I know all of your Ogre implementation is in conditional statements, but I'd imagine that at some point you'd want to remove them from being conditional.

#4384379 - 10/11/17 02:36 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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messyhead Offline
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I just tried running the ogre version, using 1.16 as the installed version. I selected Task Force Lebanon as the map in Free Flight, and the AH64D as the helo. When I pressed Select, it CTD and didn't show the campaign map.

Is there any combination of campaign etc I should be using?

I'm running it on my laptop, using an ATI Mobility Radeon HD4500 graphics chip.

#4384385 - 10/11/17 03:04 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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Hi,

Could someone explain me what are the benefits of switching to Ogre? The only thing I know about it is that it is an open-source 3D renderer, but I can't figure out what it would change to the game.
I am not questioning the need for switching, I would just like to know what is at stake here.


"We warned you, but you just wouldn't listen..."
#4384387 - 10/11/17 03:16 PM Re: OgreEE once again [Re: Rhugouvi]  
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messyhead Offline
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Originally Posted by Rhugouvi
Hi,

Could someone explain me what are the benefits of switching to Ogre? The only thing I know about it is that it is an open-source 3D renderer, but I can't figure out what it would change to the game.
I am not questioning the need for switching, I would just like to know what is at stake here.


My understanding is that it's a more modern renderer than the current DirectX7. So there'd be more graphic effects available, like different lighting effects etc. It would also make the workload on rendering on the graphics card, and not in the code as much as it is now. At the moment, the code handles everything. But using Ogre, more things could be passed to the graphics card. It would also make it easier to add new models, and they could have a higher polygon count.

I think however it goes further than just the graphics, but I'm not sure of everything it would change.

There's probably more to it than that, and FireBird is the expert in this area.

#4384399 - 10/11/17 04:04 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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Roger that, thanks messyhead.


"We warned you, but you just wouldn't listen..."
#4384417 - 10/11/17 06:33 PM Re: OgreEE once again [Re: FireBird_[WINE]]  
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messyhead Offline
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Actually, I just saw that you said it runs better in Demo mode, so I've just done that. It's quite encouraging what is already there.

#4384472 - 10/12/17 01:43 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
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1. I doubt there's a need for a separate branch for Ogre. Branches are good when several changes are going to be applied and they can conflict. We don't have that.
Moreover I believe conditional compilation will be actual for much longer time because we constantly need to compare behaviour of the original engine and Ogred one.

2. The only actual resource I'm using is ogre3d.org. They have tutorial here, wiki, examples, forum. Unfortunately most of my time takes search for information "how it can be done in Ogre" and "how it should be done in Ogre". I don't know if it's a failure of the web-site or of my own.
Sometimes I need to create several implementations of some feature before it becomes to work relatively good with a proper speed. Of course I constantly use Ogre sources.

3.It's easier to say what is [partially] done than what should be done. I say again most of the features we see "implemented" are not 100% complete.
I believe (and you can disagree with me) that flyable helicopters (i.e. cockpits) should be made at the end. Render to texture and joystick input should be implemented just before that (Ogre uses OIS for input). Network is the real last.

Major non-implemented features are
1. Sky, horizon, sun, moon, stars, clouds. Probably in future they should be replaced by Caelum. But maybe not. We like EE as it is.
2. Lights. Now just an ambient light is used.
3. Weather.
4. Render post effects (IR, tinting).
5. Effects (explosions, more effective smoke - Ogre has a pretty good particles implementation).
6. Shadows.
7. I'm working on map now.

Improvements of existing features
1. LODs.
2. Displacement for far objects.
3. Sprite lights
4. Some problems with scenes animations (Vipers main rotors are not rotated, some vehicles don't have have wheels rotating).
5. Dynamic water is not implemented yet (I believe it should be implemented by a single material, and replacement of textures should be Ogre's task, not our own).
6. Italic fonts.
7. I believe I missed something. wink
8. Of course, bugs, bugs, bugs (including existing problems in materials conversion) and speed improvements.

You see, really nothing is implemented yet. wink

If you want to start from something not very hard I suggest you to implement dynamic water. It will allow to understand Ogre materials limitations and current ogreee.dll structure. But I may be wrong and the task is much harder. wink That's the main problem - I don't know how hard or simple one thing is. I wish I was a 3D programmer.



The main effects of using a modern 3D engine are:
1. Most of rendering work will be executed on GPU, not on CPU.
2. Number of triangles will be increased significantly. More detailed models.
3. Support of modern materials - including shaders. Materials may contain a lot of "business" code that is now stored in .C files.
4. Easy way to use newer objects and materials - conversion to intermediate formats like EEO should not be required. Just put LWO or 3DS file into the directory and the game will load it.
5. Better organization of textures. I believe "a model with textures" will be a separate .zip file or directory, there's no need in mess we have now. Of course, textures may be compressed. We are utilizing more than 2 GB of memory right now and compressed textures will decrease this number.
6. 3D Vision and VR.


FireBird

#4384502 - 10/12/17 08:13 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
Joined: Dec 2010
Posts: 1,883
messyhead Offline
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messyhead  Offline
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Joined: Dec 2010
Posts: 1,883
Ok, I'll finish off the havoc gauges, and start to learn about Ogre. I've turned to the fountain of all knowledge when you need to learn things, no not Stackoverflow, YouTube.

I'll start working through this tutorial to get the basics, and go from there...

Programing Ogre3D: http://www.youtube.com/playlist?list=PL457CC0DF106F0BC0

#4384509 - 10/12/17 10:28 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
Joined: Dec 2010
Posts: 1,179
Viper1970 Offline
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Viper1970  Offline
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Bavaria, near Munich
What is with the 3D models that we have now? Are they compatible after conversion to Ogre? I ask because I have already made some work on them. Does it make sense to improve the cockpits further or just leave it for now?

P.S:

Maybe a stupid question, but I'm no programmer, so I didn't know anything about this.

Last edited by Viper1970; 10/12/17 10:32 AM.

CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
#4384513 - 10/12/17 10:51 AM Re: OgreEE once again [Re: Viper1970]  
Joined: Dec 2010
Posts: 1,883
messyhead Offline
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messyhead  Offline
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Joined: Dec 2010
Posts: 1,883
Originally Posted by Viper1970
What is with the 3D models that we have now? Are they compatible after conversion to Ogre? I ask because I have already made some work on them. Does it make sense to improve the cockpits further or just leave it for now?

P.S:

Maybe a stupid question, but I'm no programmer, so I didn't know anything about this.


For the most part, they do work. You can run the Ogre code that Firebird posted, and watch EE in Demo mode. In future, it might mean that there needs to be some conversion of the models from EEO and EES files into LWO and LWS files. But that's quite a while away.

I would say, keep working on things for the time being.

#4384514 - 10/12/17 11:19 AM Re: OgreEE once again [Re: FireBird_[WINE]]  
Joined: Dec 2010
Posts: 1,179
Viper1970 Offline
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Viper1970  Offline
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Joined: Dec 2010
Posts: 1,179
Bavaria, near Munich
Ah, o.k. that sounds good!

Will post my work if it's more finished here, so that the more experienced guys could take a look at the models I made, and tell me what BS I made in some parts hahaha

As said I'm still learning biggrin


CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro
CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64
ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro
ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64
ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME
ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
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