ObjReader Community
WIP => WIP => Topic started by: Patrice Terrier on October 09, 2018, 03:41:23 pm
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Here is the original of the new model i am working on.
Let's see how it looks like, once i have completed the OR reworked version ;)
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Preview of my reworked version...
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I am very very glad to see you back at work again, my friend! The model looks rather impressive! :)
I also have something in stock for you. Yes, that's exactly what you think it is: adjustable/storable/restorable top-down lighting to match the other three scene lights we already have. 8)
Please do the following:- Merge my mods with your "reference" sources and once you fix the bug as described below, please re-send me the sources to sync our "reference" ObjReaders.
- The overlay has a bug: when it is scrolled up a little and a palette color box is D&D'ed onto some light above the palette, it lands in a wrong light channel box. That's because the light target rects are stored in absolute coords regardless of current scroll amount. I think it is too laborious to fix the bug by tracking the scroll. You can simply force the overlay to reset its scroll position to 0 before dropping the color box. It will be better to be able to see all possible light channels in the process of D&D anyway.
- Use the intel.png icon included in the zip; it has its physical size fixed to match the other two icons.
TIA
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Ok, here is the release candidate for my reworked version.
Mods:
Thank you my friend !
I shall merge everything, and will look at the overlay code.
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The model has every chance to look ... awesome! :D
What I admire particularly are the mighty turbines rotating gloriously in absolute vacuum. ;D
(I'm making a few fixes to some meshes. Stay tuned.)
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Here is the patch for version 2.54
I think i have fixed the overlay scrolling bug.
If everything is ok by you, then i will release this version as the official V 2.54
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OK here are my minor mods.
What I did was:- Fix the vegetation.png texture; there was a painting defect in it.
- Smooth the, uhm, arboretum cubicle and sky; they were terribly angular.
- Correct the, uhuhm, arboretum material as follows:
newmtl arboretum
#alphatocoverage
illum 2
Ka 0.15 0.5 0.15
Kd 0.75 0.75 0.75
Ks 0.80 1 0.80
Ke 0.1 0.15 0.1
map_Kd vegetation.png
map_Ka vegetation.png
d 1.0
Ns 52
- Remove the, uhm-uhm, arboretum_GI.png texture altogether. You don't need it; in classic rendering you may use the diffuse map as-is in place of any other map except the normal map.
Now I'm starting to study your code patch...
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Perfect Patrice,
Just one final touch. In overlay.h, in void CreateColorObjects() on line 555, please locate and fix the following:
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// MLL 10-10-2018: ==========================
y += 4; nID = ID_top_ambient;
y += bmH; COLORAMB(3); ZD_DrawRectangleToCtrl(hWnd, xOrigine, y, bmW, bmH, ZD_ARGB(255, r, g, b), 0, nID, ZS_VISIBLE, ZD_DRAW_FILLED, 0); ZD_SetObjectLocked(nID, TRUE);
SetRect(&go.lightRect[9], xOrigine, y, xOrigine + bmW + 1, y + bmH - 1);
y = y; nID--; ZD_DrawTextToCtrlEx(hWnd, L"Top ambient", x, y, 0, 0, nARGB, fontname, nFontSize, nID, ZS_VISIBLE, nShadow, 0); ZD_SetObjectHidden(nID, ZS_INACTIVE);
CreateOnOff(hWnd, hBitmap, ID_ONOFF3, xOrigine + bmW - w - 2, y + (bmH - h) / 2);
nID = ID_top_diffuse;
y += bmH; COLORDIF(3); ZD_DrawRectangleToCtrl(hWnd, xOrigine, y, bmW, bmH, ZD_ARGB(255, r, g, b), 0, nID, ZS_VISIBLE, ZD_DRAW_FILLED, 0); ZD_SetObjectLocked(nID, TRUE);
SetRect(&go.lightRect[10], xOrigine, y, xOrigine + bmW + 1, y + bmH - 1);
y = y; nID--; ZD_DrawTextToCtrlEx(hWnd, L"Top diffuse", x, y, 0, 0, nARGB, fontname, nFontSize, nID, ZS_VISIBLE, nShadow, 0); ZD_SetObjectHidden(nID, ZS_INACTIVE);
nID = ID_top_specular;
y += bmH; COLORSPEC(3); ZD_DrawRectangleToCtrl(hWnd, xOrigine, y, bmW, bmH, ZD_ARGB(255, r, g, b), 0, nID, ZS_VISIBLE, ZD_DRAW_FILLED, 0); ZD_SetObjectLocked(nID, TRUE);
SetRect(&go.lightRect[11], xOrigine, y, xOrigine + bmW + 1, y + bmH - 1);
y = y; nID--; ZD_DrawTextToCtrlEx(hWnd, L"Top specular", x, y, 0, 0, nARGB, fontname, nFontSize, nID, ZS_VISIBLE, nShadow, 0); ZD_SetObjectHidden(nID, ZS_INACTIVE);
// ===========================================
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Now our ObjReaders are sync'ed. :)
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OK, the fix has been done, i shall update the official version tomorrow, thanks!
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Thank you too, my friend! :D