  | | | Dir3d-l Digest, Vol 8, Issue 17 | Dir3d-l Digest, Vol 8, Issue 17 2004-01-12 - By dir3d-l-request@(protected)
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Today's Topics:
1. RE: Torque URL? (Ken Hubbell) 2. Re: Showing video as texture - help / hints needed (Roman Bl?th) 3. [OT] Heightmaps in 3DSMAX (Jack Kristoffersen) 4. Shockwave.com -- barriers to entry (webmaster@(protected)) 5. Re: [OT] Heightmaps in 3DSMAX (Greg Rafferty) 6. .currentTime and position (Jack Kristoffersen) 7. Re: [OT] Heightmaps in 3DSMAX (Lucas Meijer) 8. Re: .currentTime and position (Lucas Meijer) 9. Re: .currentTime and position (Berndt Garbotz)
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Message: 1 Date: Sun, 11 Jan 2004 12:25:11 -0500 From: "Ken Hubbell" <ken.hubbell@(protected)> Subject: RE: [Dir3d-l] Torque URL? To: <dir3d-l@(protected)> Message-ID: <COEAJLKHEIPDGIKLKDAEOELHCJAA.ken.hubbell@(protected)> Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1"
Sorry all. Bad habit in Outlook of just hitting reply. I will be more careful in the future. Of course, in order to get that many lines, others have been not deleting residue as well.
Thanks for the tip. Ken
-- --Original Message-- -- From: dir3d-l-bounces@(protected) [mailto:dir3d-l-bounces@(protected)]On Behalf Of Alex da Franca Sent: Saturday, January 10, 2004 5:39 PM To: dir3d-l@(protected) Subject: Re: [Dir3d-l] Torque URL?
Ken, please can you be a little bit more careful with your quoting style ? your last mail had nearly 400 lines with one simple single line question at the top. that's an annoying waste of bandwith. --
||| a�ex --
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Message: 2 Date: Mon, 12 Jan 2004 10:13:43 +0100 From: Roman Bl?th <bloeth@(protected)> Subject: Re: [Dir3d-l] Showing video as texture - help / hints needed To: dir3d-l@(protected) Cc: Danny Kodicek <dragon@(protected)> Message-ID: <40026547.7060506@(protected)> Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1; format=flowed
Hello Alex and all the others here,
Alex da Franca wrote:
> At 16:02 Uhr +0100 09.01.2004, Roman Bl�th wrote: > >> concerning the subject above, you helped me a lot! It works both ways, >> putting the video sprite behind the DTS 3D sprite and showing the >> video in a MIAW. I have to compare the performances of both methods, >> but both are much better than working with Real Video. > > I don't quite get that. > it is a hassle working with real video. (especially on OSX) > but I didn't notice that the performance was worsethan grabbing the > stage (or the miaw) image for the texture. > once I get the real video to work at all, it is so straightforward to > run it as texture, since the member has an image property. > do you have some 'hard numbers' or snippets, which show, that you get > better performance with grabbing the stage image, as opposed to use > the image of a realvideo member ?
Well, this is not as easy as it should be - after having read all the tipps & tricks concerning 3d and video I decided to set the playback rate of my movie to 15 fps as soon as the movie starts to play, since that is the frame rate of the movie and somewhere someone stated that setting the playback rate to the movie's frame rate should do good for the performance.
So I play both - the movie and the video - with 15 fps. And there is no difference in frame rates whether I use real video or quicktime. But when I use real video the movie swallows most video frames, so that the frame rate of the director movie is not affected, but the movie itself is really really stop motion. Not so with quicktime. But maybe this has got to do with my computer - though it is an Athlon XP 2000+ it has only 256 MB RAM, which might not be enough alongside with a display resolution of 1600*1200 pixels (the graphics card is fast - it's a ATI Radeon 9800 Pro.
So I could comment out the playback rate restriction, but I doubt these numbers would show the difference between the two video types here...
Trust me, the real video plays awfully within the 3D-scene here (as I said king of stop-motion), the quicktime is much faster / better performing / much more fluently playing.
Best regards and have a good week over there, roman bl�th.
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Message: 3 Date: Mon, 12 Jan 2004 14:40:50 +0100 From: "Jack Kristoffersen" <jack@(protected)> Subject: [Dir3d-l] [OT] Heightmaps in 3DSMAX To: <dir3d-l@(protected)> Message-ID: <001e01c3d911$b161bd70$0a00000a@(protected)> Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1"
Hi,
My artists render height maps for me, but they are in grayscale. Does anyone know how they can render them so that they use all three colors, giving me 16 mill precision instead of 255?
Jack.
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Message: 4 Date: Mon, 12 Jan 2004 10:09:54 -0500 From: webmaster@(protected) Subject: [Dir3d-l] Shockwave.com -- barriers to entry To: "dir3d-l@(protected)" <dir3d-l@(protected)> Message-ID: <1073920194.4002b8c2c4c45@(protected)> Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1
Just curious....of the thousands of Developers who use Director, only a few can have their games featured on Shockwave.com
What are the barriers to entry (other than financial)? Is it based on subjective criteria relating to potential marketability of the game?
I have new project now that I'm building a team of artists and coders for that needs to hit the mass market. Shockwave seems to be an excellent distribution system.
At any rate, any advice?
Quoting Jack Kristoffersen <jack@(protected)>:
> Hi, > > My artists render height maps for me, but they are in grayscale. Does anyone > know how they can render them so that they use all three colors, giving me > 16 mill precision instead of 255? > > Jack. > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l >
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Message: 5 Date: Mon, 12 Jan 2004 15:47:35 +0000 From: Greg Rafferty <twistedpixels@(protected)> Subject: Re: [Dir3d-l] [OT] Heightmaps in 3DSMAX To: dir3d-l@(protected) Message-ID: <4002C197.3070703@(protected)> Content-Type: text/plain; charset=us-ascii; format=flowed
I know in photoshop it's possible to have a 16-bit grayscale image which would give you 65,536 levels or so, but as far as I'm aware, there's not a 24/32bit option.
Hope that helps.
Greg :)
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Message: 6 Date: Mon, 12 Jan 2004 17:18:55 +0100 From: "Jack Kristoffersen" <jack@(protected)> Subject: [Dir3d-l] .currentTime and position To: <dir3d-l@(protected)> Message-ID: <000701c3d927$c6aaa550$0a00000a@(protected)> Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1"
When changing the currenttime of a keyframe object, it doesn't update its position before the object is drawn. Does anyone know if there is a workaround for this?
Jack.
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Message: 7 Date: Mon, 12 Jan 2004 17:39:40 +0100 From: Lucas Meijer <lucas@(protected)> Subject: Re: [Dir3d-l] [OT] Heightmaps in 3DSMAX To: dir3d-l@(protected) Message-ID: <4002CDCC.3020702@(protected)> Content-Type: text/plain; charset=us-ascii; format=flowed
Heya Jack,
> My artists render height maps for me, but they are in grayscale. Does anyone > know how they can render them so that they use all three colors, giving me > 16 mill precision instead of 255?
You can either write a raycaster in max/maxscript, and use that to generate a 24bit heightmap.
You could do the same in director.
You can also have them export to RLA, and use the Z component, it supports 16bits zdepth if I'm not mistaking. (you'll have to double check though).
problem with 1 and 2 is that you have to do work :), problem with 3 is that the rla format is pretty badly documented (at least it was in 2000 when I used it for heightmap export).
I don't know how they now export their heightmaps, but it usually helps a lot if you at least use _all_ of the 256 discrete steps. Sometimes an artist will have something far away, or closeby in the render, which will cause the 256 steps to be stretched out way further than it needs to be, giving you a lot less precision than what 256 steps could give you.
Good luck, Lucas
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Message: 8 Date: Mon, 12 Jan 2004 17:42:40 +0100 From: Lucas Meijer <lucas@(protected)> Subject: Re: [Dir3d-l] .currentTime and position To: dir3d-l@(protected) Message-ID: <4002CE80.5030201@(protected)> Content-Type: text/plain; charset=us-ascii; format=flowed
> When changing the currenttime of a keyframe object, it doesn't update its > position before the object is drawn. Does anyone know if there is a > workaround for this?
hehe, draw it :).. if you need access right away, you can try this:
tModel.keyframeplayer.currenttime34 the stagecolor=the stagecolor -- force a screen redraw tDoSomethingUseful(tModel.transform)
Not real pretty since you'll have to render the entire scene again.. If this is a problem, you can sample the animation yourself, by putting trough a preprocess which stores transforms at say each 50ms, and then interpolate between those.. quality well be less good though, as you're keyframing a keyframed animation...
Good luck, Lucas
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Message: 9 Date: Mon, 12 Jan 2004 17:53:59 +0100 From: Berndt Garbotz <berndt@(protected)> Subject: Re: [Dir3d-l] .currentTime and position To: dir3d-l@(protected) Message-ID: <4002D127.6030104@(protected)> Content-Type: text/plain; charset=us-ascii; format=flowed
maybe this ?
update
*Syntax*
member(|/whichCastmember/|).model(|/whichModel/|).update
*Description*
3D command; causes animations on the model to update without rendering. Use this command to find the exact position of an animating model in Lingo.
Jack Kristoffersen schrieb:
>When changing the currenttime of a keyframe object, it doesn't update its >position before the object is drawn. Does anyone know if there is a >workaround for this? > >Jack. > > > >
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End of Dir3d-l Digest, Vol 8, Issue 17 **************************************
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