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Dynamic Texture Maps and Imagers

PostPosted: Wed Jun 18, 2008 2:03 pm
by GPNMilano
I was pouring through some python files today and I noticed the xSimpleImager file. After taking a look at things in Plasmashop and PRPExplorer, if I'm correct the imagers in the pubs, display a dynamic texture map, created seperately from the Materials and Layers, and the xSimpleImager python file imports that texture map and displays it on the imager object, based on the information contained in the SDL file for the age?

How far are we from being able to make Dynamic Texture maps? Is the Dynamic texture maps something that can be created with blender, and implemented through PyPRP?

Re: Dynamic Texture Maps and Imagers

PostPosted: Wed Jun 18, 2008 3:27 pm
by Lontahv
First of all: anything can be implemented in PyPrp in some form. :lol: And, GUIs are high on the list so, I'm sure this kind of thing is somewhere in the near future.


Second: I'm not sure about the SDL thing. I'd be more likely to think it'd originally be the vault (for the online games) and then (if it is the SDL) then this is a Cyan mod for the offline game. I always thought the dynamic-textures where kind of like the journals, but I could be wrong (the journals I think use its sibling; Dynamic Text Maps. ;) ).

I'll take a look at it. :)

~Lontahv

Re: Dynamic Texture Maps and Imagers

PostPosted: Wed Jun 18, 2008 3:43 pm
by Lontahv
Ok, the watcher's pub's imager is a DynaTextMap it looks like. And it seems to have a vault folder. So, what the python must do is write files to that folder once and a while.

~Lontahv

Re: Dynamic Texture Maps and Imagers

PostPosted: Wed Jun 18, 2008 3:58 pm
by Tsar Hoikas
It doesn't use SDL.

In UU, there was a folder for each imager (hereafter called "Device") in the vault. Each device synches itself with what's in its Device Folder and updates the folder as new items are added (and it removes old items as necessary).

Pretty simple really.

Re: Dynamic Texture Maps and Imagers

PostPosted: Wed Jun 18, 2008 10:14 pm
by GPNMilano
The reason I thought that it was tied into the SDL files is the MOUL SDL's for places like the neighborhood have these variables listed

Code: Select all
VAR STRING32  nb01DRCImagerInbox[1] DEFAULTOPTION=VAULT
VAR STRING32   nb01PelletImagerScores[50] DEFAULT=""

Re: Dynamic Texture Maps and Imagers

PostPosted: Wed Jun 18, 2008 11:18 pm
by Lontahv
Quite a bit of stuff is in the SDLs. And I think if it was based mainly off the SDL there would be a lot more line of SDL stuff. Exploration is the lifeblood of Uru, and this is exploration. Keep on exploring. :)

~Lontahv

Re: Dynamic Texture Maps and Imagers

PostPosted: Wed Jun 18, 2008 11:51 pm
by Grogyan
I thought that it was the way Cyan used to get the current list of pictures and slide show them on an imager

Re: Dynamic Texture Maps and Imagers

PostPosted: Thu Jun 19, 2008 2:41 am
by D'Lanor
nb01DRCImagerInbox is the imager in the classroom. Shard admins could manually add items to that imager but before you could do that you had to give it a name by which it would appear in the vault. That is what the string32 SDL variable was for.

Re: Dynamic Texture Maps and Imagers

PostPosted: Fri Jun 20, 2008 11:05 pm
by Deledrius
The actual images are stored in ImageNode children in the Inbox folders for the imager inside of the vault. The text works the same way, but with TextNodes. Offline, it's stored inside the vault itself in the blob data of the node, online (UU) it's in the blob filesystem.