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OPEJ

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Posts posted by OPEJ

  1. 8 hours ago, stanislas69 said:

    Did you create a skeleton using this tool ?

    This will, using the DAE exported file generate a skeleton file (.XML).Each animated model needs a skeleton. Be also cautious on how you name bones. Don't use generic names use something like armaturename_bonename else you'll get collisions between skeletons.

    I don't know the extent of what you want to do with Maya but if you want to contribute to the game you'll need the pro version as opposed to the student version because everything you do with the student version of Maya is Autodesk property.

     

    Thanks for reply. I have used the tool you made. It seems the problem is from maya itself.When I import dae file, maya always miss something. I don't know what maya done with export, but I can export mesh without problem.

    Btw, my maya version is not student version.(But now I consider using blender for game mod)

  2. 18 minutes ago, feneur said:

    Please mention it to help others running into the same issue in the future  ;)

     

    I think the root attach point is created/approximated automatically for all models.

    Thanks, I will do that

    8 minutes ago, LordGood said:

    Lol the root prop point is the origin point of the parent mesh, thus all models have a root prop point. 

    Extra prop points are attached as labeled empties within the collada file, and called by the xml. The empty has to named prop_example to be called in as example in the xml

    You are right!!

    Actually, I found the solving from wiki "AnimationExportTutorial" ?!

    1.thumb.JPG.5d4e8bf7bda43afad05d5e193d20b6fe.JPG

    That explain how the attachpoint works.
    And you need to notice that the attachpoint you defined need to named like "prop_XXXX" and parent the mesh.
    2.JPG.4fd0828b4ade0cb90601560050c867df.JPG
    And you can use your custom name to the xml file
    3.JPG.05592bb0959a860fa79eacce23111107.JPG
    The attchpoint will attch the prop mesh's pivot, so be aware when you edit the prop mesh.
  3. 3 hours ago, vladislavbelov said:

    Could you attach the exported DAE file? It looks like it doesn't have this point in the right place. You could open your file and any other of the game to compare where attach points are placed.

    I tried it before, and I always can't find the attachpoint from the mesh file.

    Here is a case:

    A.JPG.269aa5416c73844cc85cec7b605fa57b.JPG

    And I open the mesh file:

    B.thumb.JPG.0d4d3ca0dca177243f4cafae64391417.JPG

    There is no object named "root".

    So who define the attachpoint???

  4. The thing is, I add a object to the game. when I set up the actor and mesh, I tring to add a prop to mesh.

    And I notice that the wiki say:

    1.JPG.4a0d1a944e842bf601df7789fb8b59e6.JPG

    So I create a locator. (I use maya)

    2.JPG.2d92ef4388c2f5807099deddf63ad2cd.JPG

    And a edit actor file like this:

    3.JPG.fa42605d24e469b1cc9689f85e83701c.JPG

    And I failed...

    4.JPG.52a481d409ee799f8810363af1b341df.JPG

    But I never give up!

    I open one of the actor file from game.

    5.JPG.dc47d10a00fa64aea802de7a1c00e5bd.JPG

    And I just copy one of them to my actor.

    6.JPG.eebe95ca1910a151e678a5a36d64359e.JPG

    It works???

    7.thumb.JPG.29a340948bfff51bc8fe2840e7edf703.JPG

    cl1pco.jpg.e33c11c853bcc4d69870830925c19a9c.jpg

    Somebody can explain the magic?

  5. 2 hours ago, elexis said:

    The program might need a certain amount of consecutive free memory, but the memory might be fragmented. (For exampel if 8GB of 16GB are free, but it's 1MB free and 1MB allocated, one can't allocate one chunk of 2 MB).

    One could find out at which place the OOM occurs in bahrain.js (by adding a warn("hello world")) after every statement and thus see which memory allocation fails (probably some array creation).

    That mean I have to add a messagebox for each procedure in bahrain.js to find out the problem.Right?

  6. 42 minutes ago, elexis said:

    Oh I missed the "Out Of Memory". That can explain any sort of error that comes afterwards, especially if you set a maparea 4 times as large as the largest one officially supported.

    It's possible to that alternative mapgeneration algorithms would not get Out-Of-Memory errors by being more efficient with memory (or even writing temporary files).

    But even then it's questionable whether there won't be many other algorithms that get Out-Of-Memory issues during the game (especially the AI)

    I couldn't understand that why It "out of memory"? I'm sure my computer has enough RAM for it.

  7. 1 hour ago, elexis said:

    I mean which buttons did you press to get the error? Does the same error occur again when you press the same buttons? If we have the recipe to produce a bug, we can solve it most likely

    oh...I just press "generate map". For now, only "Bahrain" would always get this error. I am still testing other maps.

    Sorry for my bad English that misinterpret what you say...

  8. 1 hour ago, (-_-) said:

    Interestinglog.html file

    https://trac.wildfiregames.com/wiki/GameDataPaths

    Looks like either a too large size or too many entities judging from the out of memory error.

    1 hour ago, elexis said:

    Look at the error messages, it seems like it's a gamesettings bug (there are several in atlas). Even better than a logfile would be knowing how to reproduce the error.

    Thanks,After I look over the script of map. I think I need more time to analyze script.

    1 hour ago, elexis said:

    As mentioned they have to for large portions of the program and secondly doing better algorithms without implementing threading might still make the loading screen much faster without spending the additional time to implement threading. We want to spend our time efficiently too, so either the most effective measures first or the ones that are really quick to implement but still efficient.

    I will wait for that change:D

  9. 6 hours ago, (-_-) said:

    If its failing with errors, can you post those?

    852830296_failedgen.thumb.jpg.c6727e79f233410c37942327679a70fa.jpg

    I have a noob question, where can I find the error message. They just appeared and gone...

    3 hours ago, elexis said:

    Random map generation uses a single thread, so it can only utilize one core. Since the operations are sequential, only certain tasks could be outsourced to a secondary thread.

    For instance when testing a Constraint against an area. If the area contains 1024 points, there could be 4 threads each testing the 256 points against the Constraint and then the map generation pauses until all 4 threads finished. Testing the constraint would have to be a read-only process, otherwise you get undeterministic behavior, race conditions and players would generate different maps ir they didn't segfault. We can probably achieve better results with smarter algorithms in random map generation and the later simulation.

    Thanks for explain.I really hope it can use mutiple core for mapgen. I don't want my others core just wait and see...

  10. @(-_-) You'r right . After I test my custom size of map. It took me a loooong time during the mapgen . And sometimes will get a fail gen(I am still figuring what's wrong).

    Anyway ,it is hard to build a super large map...   But I hope it can be simple in the future. Because I am planning to make a ww1 mod, with bigger weapon,railwaygun warship...etc.

    Btw,do u know which hardware be used during mapgen??  I found that only few core of cpu deal with that...

    • Like 1
  11. Hi , I m  a new guy of this game and I am studying how to mod this game. This is my first question below:

    After I browse the editor, the map size are fixed to several part like "Tiny" "Large" "Giant" etc.

    If I want to custom a map size is larger than "Giant".  Is that possible to edit?how?

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