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1
WIP / Re: There are many ways to go to Rome.
« Last post by Patrice Terrier on April 24, 2019, 10:29:05 pm »
Quote
Do we really need a cursor at all when we're dragging the bullet that's already a cursor in itself all right?

I am using a sprite/marker to rely on the existing GDImage default processing.
And because a sprite could have multiple states, to match different purposes.

About the mouse cursor itself we can use a custom one if you prefer, rather than the standard arrow.

2
WIP / Re: There are many ways to go to Rome.
« Last post by Michael Lobko-Lobanovsky on April 24, 2019, 10:16:31 pm »
Got it.
3
WIP / Re: There are many ways to go to Rome.
« Last post by Patrice Terrier on April 24, 2019, 10:01:04 pm »
I have checked StarFury (thanks for the download), this is a model that i would have reworked totaly in C4D before using it in OR.

Currently i am focusing on textures that are AO compatible, because this is a mandatory to produce state of the art OR 3D models, everything else is not on my schedule for now.  8)
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WIP / Re: There are many ways to go to Rome.
« Last post by Michael Lobko-Lobanovsky on April 24, 2019, 09:55:37 pm »
Do we really need a cursor at all when we're dragging the bullet that's already a cursor in itself all right?
5
WIP / Re: There are many ways to go to Rome.
« Last post by Patrice Terrier on April 24, 2019, 08:57:41 pm »
For the mouse cursor you can try this in the CallBack_ZoomCtrl

    //case WM_SETCURSOR:
    //    GetWindowRect(hWnd, &rw);
    //    GetClientRect(hWnd, &lpr);
    //    GetCursorPos(&p);
    //    if ((p.y < rw.top + lpr.bottom) && (p.x < rw.left + lpr.right)) {
    //        SetCursor(LoadCursor(NULL, IDC_CROSS));
    //        nRet = 1;
    //    }
    //    break;
6
WIP / Re: There are many ways to go to Rome.
« Last post by Michael Lobko-Lobanovsky on April 24, 2019, 07:49:53 pm »
The tolerance seems OK for the bullet this size. However, the cursor fist seems to obscure the exact location where I might want to drop the bullet at. And one more thing: when I'm dropping the bullet by releasing the LMB, the tri(s) seem(s) to redraw at a slightly different location than they were drawn when last dragged. Which means that, when I am to decide if I should drop the bullet at a given location or not, I'm still not seeing exactly what the wireframe will look like when I release the LMB.

(Nice work, my friend! I still don't know what's going to come out of it in the end but I certainly like the process even if it might be somewhat too laborious for you) :)
7
WIP / Re: There are many ways to go to Rome.
« Last post by Michael Lobko-Lobanovsky on April 24, 2019, 07:15:26 pm »
Yes Patrice,

I understand all the implications clearly. Probably C4D's AO ray tracer algo can't cope with such situations without texture remapping, and her collants were ray-traced for AO in a better editor or were hand-painted altogether.

In the meantime, I can't yet spare much time for 3D design but I found a relatively simple and very amateurish MilkShape .MS3D model with all the tex mapping horrors in its Detail2 mesh you could only imagine. Its conversion to an .OBJ went well, so now you can see for yourself that Tor's UV map has nothing in common with the original UV map (screened below at 0.15 and 1.0 magnification) as seen in MilkShape's texture editor:

.... <snip> ....
vt -2.0832 0.5766
vt -2.0832 0.6574
vt -2.0819 0.6114
vt -2.0819 0.7019
vt -2.0802 -1.6344
vt -2.0802 -0.4796
vt -2.0802 0.5114
vt -2.0802 1.6662
vt -2.079 0.1397
vt -2.079 0.4164
vt -2.0775 -0.9489
.... <snip> ....


though those are the correct values that map well into the model if I load the new .OBJ back into MilkShape. (it can load a ton of old 3D formats but is limited only to 64K verts or tris, whichever is the highest)

P.S. Thanks for the update!
8
WIP / Re: There are many ways to go to Rome.
« Last post by Patrice Terrier on April 24, 2019, 07:04:42 pm »
Here is what i have done so far to select/move the hot spot with the LMB (and to complete arrow keys move).

Tell me what you think of the selection tolerance (line 734).
Note: we could replace PtInRect from line 737 with ptInCircle.

Make sure to put the new "dot.png" into the "Reader" folder.
9
WIP / Re: There are many ways to go to Rome.
« Last post by Patrice Terrier on April 24, 2019, 12:05:51 pm »
See the overlapping sections when creating the UV's map for the "harley_quinn" colants material.

To solve this, the crossed legs must be splitted into two distinct meshes.
Because the editor couldn't help in such a case.
10
WIP / Re: There are many ways to go to Rome.
« Last post by Patrice Terrier on April 24, 2019, 11:57:07 am »
Quote
and host the mesh's entire UV topology without overlapping regions
Yes, overlapping regions is a terrible mess when working with AO's, forcing me to split the mesh into distinct individual pieces within C4D.

I have learned this the hard way ::)

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