Odema 2 released

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Re: Odema 2 released

Postby Nadnerb » Fri Jan 30, 2009 2:34 pm

Lontahv wrote:Maybe some oddness with transforming the SpanInstances (plClusterGroup stuff).

This export of the age doesn't use clusters. I tried using them at one point, but it got confused and homogenized the clusters. Perhaps cluster support is better now than it was then... >.>

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Live KI: 34914 MOULa KI: 23247 Gehn KI: 11588 Available Ages: TunnelDemo3, BoxAge, Odema
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Re: Odema 2 released

Postby Zander » Mon Mar 02, 2009 1:43 pm

I'm getting the green flash as well, and also I can't see the water. I think those are the only problems, but the flash in particular is a little offputting and also seems to get in the way of accessing the Relto book.

Shame, because as far as I can see it is a beautiful Age
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Re: Odema 2 released

Postby Jojon » Mon Mar 02, 2009 3:00 pm

One thing I noticed, is that the KI is reflected in the water in Odema - that felt kind of odd... :7
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Re: Odema 2 released

Postby diafero » Fri Mar 27, 2009 10:00 am

I am bumping this thread again to add some information which I thought was already known: I have the same problem in BoxAge, too. There are three versions of it in UAM. 2008Dec3 works fine for everyone, as it seems. 2008Dec15 crashes my system (Linux). Wolle, using Windows, reported that he had some flickering (like the one I also have on Windows in Odema), but it was playable. Version 2009Jan30 crashes the same way for me on Linux, and it is not playable on Windows for Wolle, either. Perhaps now that there are already two ages with that problem, it is easier to find the cause?
One thing I am suspecting is wavesets as they often make problems. As far as I remember, Odema has a waveset - I do not know about BoxAge. If that is the case, could you perhaps provide a version of it without the waveset, so that we can test if that is indeed the problem?Btw, the picture I get on my screen when I try to load BoxAge looks as if some of the offscreen rendering would be done on screen: I see what you normally see at the link-in point, plus some rectangles filled with garbage at the left and some funny pixels around the top. I can kill the process, but it won't initialize any OpenGL application correctly until I restart X.
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Re: Odema 2 released

Postby Jojon » Fri Mar 27, 2009 3:20 pm

Something I've been curious about for a while :) :

With one release of the offline KI, I got an interesting effect in Boxage, where the view was clipped at the faces of a black box, that surrounded and travelled with the avatar. I wondered, at the time, if the thing revealed was the cause for the name of the age, and still do. Maybe that box was/is an, at the time, gliching envmap, or something, somehow attached to the avatar? Hmm, perhaps something like that is there at all times.. do we have any reflective clothing? :7
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Re: Odema 2 released

Postby diafero » Fri Mar 27, 2009 3:30 pm

That box you are referring to is actually fog. There are some ages, BoxAge being one of them, which do not set any fog. In that case, Uru uses the one of the age you come from - which usually was Relto, so it looked the way the author intended it. But using Offline KI you get there from Nexus, so the nexus fog is used, which looks the way you described it. In the mean time, all ages with that problem are fixed to actually set a fog, and we filled in the Relto fog in case there was none set.
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

"Many people's horizon is a circle with a radius of zero. They call it their point of view."

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Re: Odema 2 released

Postby Nadnerb » Fri Mar 27, 2009 8:48 pm

Interesting. No, BoxAge does not contain a waveset. However, it does contain a dynamic environment map not bound to a waveset, but to the prism-type thing in the middle of the tiled room. (a dynamic envmap is an envmap rendered by the engine at runtime, which is what wavesets use by default for their envmaps)

Also... "oops" with regard to the lack of fni (fog, among other things) settings in BoxAge, that should be fixed the next time I make a release of it.

Edit: It appears I'd already discovered the lack of fni file and added it to the blend, but hadn't done an export since then. <.<
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Live KI: 34914 MOULa KI: 23247 Gehn KI: 11588 Available Ages: TunnelDemo3, BoxAge, Odema
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Re: Odema 2 released

Postby diafero » Sat Mar 28, 2009 2:04 am

Ok, so Dustin won't have to patch that manually for the next release ;-)

Interesting. No, BoxAge does not contain a waveset. However, it does contain a dynamic environment map not bound to a waveset, but to the prism-type thing in the middle of the tiled room. (a dynamic envmap is an envmap rendered by the engine at runtime, which is what wavesets use by default for their envmaps)
However, the December 3rd version also has that prism with reflections, and that works fine here.
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

"Many people's horizon is a circle with a radius of zero. They call it their point of view."

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Re: Odema 2 released

Postby Jojon » Sat Mar 28, 2009 8:33 am

Aah, sharp fog. Seems so obvious now. :7 (Although I'd have thought it spherical </excuse type=lame>)

So.. how do we set up dynamic envmaps? :9


*off to consider the viability of a place for mapping, with only a few paces of visibility :P*
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Re: Odema 2 released

Postby Nadnerb » Sat Mar 28, 2009 2:57 pm

To make the plugin export a dynamic envmap, simply create a material with an envmap texture layer, and leave it at "static" instead of switching it to "load" and assigning a texture image. This will create a dynamic envmap which will render from the object center.
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Live KI: 34914 MOULa KI: 23247 Gehn KI: 11588 Available Ages: TunnelDemo3, BoxAge, Odema
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