Author Topic: NCC-1701-A  (Read 166 times)

Patrice Terrier

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NCC-1701-A
« on: October 09, 2018, 03:41:23 pm »
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 ;)
Patrice
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Patrice Terrier

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Re: NCC-1701-A
« Reply #1 on: October 09, 2018, 05:07:16 pm »
Preview of my reworked version...
« Last Edit: October 09, 2018, 07:03:48 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: NCC-1701-A
« Reply #2 on: October 10, 2018, 12:13:13 am »
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
« Last Edit: October 11, 2018, 06:50:50 am by Patrice Terrier »
Mike
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Patrice Terrier

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Re: NCC-1701-A
« Reply #3 on: October 10, 2018, 09:59:47 am »
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.
« Last Edit: October 10, 2018, 10:01:55 am by Patrice Terrier »
Patrice
(Always working with the latest Windows version available...)

Michael Lobko-Lobanovsky

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Re: NCC-1701-A
« Reply #4 on: October 10, 2018, 02:22:53 pm »
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.)
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, nVidia GTX 1060Ti w/ 6GB VRAM, Windows 7 Ultimate Sp1)

Patrice Terrier

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Re: NCC-1701-A
« Reply #5 on: October 10, 2018, 04:06:54 pm »
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
« Last Edit: October 11, 2018, 06:51:32 am by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: NCC-1701-A
« Reply #6 on: October 10, 2018, 09:05:07 pm »
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...
Mike
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Michael Lobko-Lobanovsky

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Re: NCC-1701-A
« Reply #7 on: October 10, 2018, 09:57:39 pm »
Perfect Patrice,

Just one final touch. In overlay.h, in void CreateColorObjects() on line 555, please locate and fix the following:

........
    // 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);
    // ===========================================
........



Now our ObjReaders are sync'ed. :)
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, nVidia GTX 1060Ti w/ 6GB VRAM, Windows 7 Ultimate Sp1)

Patrice Terrier

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Re: NCC-1701-A
« Reply #8 on: October 10, 2018, 10:12:33 pm »
OK, the fix has been done, i shall update the official version tomorrow, thanks!
Patrice
(Always working with the latest Windows version available...)

Michael Lobko-Lobanovsky

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Re: NCC-1701-A
« Reply #9 on: October 10, 2018, 10:13:04 pm »
Thank you too, my friend! :D
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, nVidia GTX 1060Ti w/ 6GB VRAM, Windows 7 Ultimate Sp1)