MODULE & PLUGIN: Ags 3d v1.20

Started by Kweepa, Sun 11/09/2005 23:45:01

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Kweepa

Quote from: KANDYMAN-IAC on Fri 10/03/2006 02:49:43
Is a 640 x 480 version possible? Or maybe have the 3d area only 480 x 320 covered by Gui around the edge like the Tex Murphy interactive movies.
That's already supported. As is lighting. It's just flat shaded right now though.

As for a FPS - the slightest thought hadn't even begun to speculate about the merest possibility of crossing my mind.
Still waiting for Purity of the Surf II

monkey0506

I haven't looked at this in a while.  It's come a long ways since the plugin was added.  SOOOO many FPS (compared to what I remember anyway).  And the brick textured building proves that the system is capable of more than just colorful blocks.  I think it would be cool if someone released a demo using this and the Character3D plugin.  If someone was so inclined.  Me and myself don't really know how (and don't really have the time) to bother with doing it.

DoorKnobHandle

I just played around with this. It's still really great, Steve, however I have one question:

It seems like GetCameraX/Y/Z ( )  as well as GetCameraHeading/Pitch/Band ( ) always return 0.0f! I display those values inside the room's rep_ex_always function and they all stay at absolutely zero. Is there something wrong with how I am doing this? Could you check this?

Apart from that, it's great, really. :)

Kweepa

Still waiting for Purity of the Surf II

DoorKnobHandle

Sorry to be such a pain -- but did you manage to find anything yet?

Another note: I tried it several times to set up an own project with AGS3D. I added the module and the plug-in and did everything that the manual told me to do. It would compile flawlessly, but then, as soon as I used this code from the manual:

Code: ags

int i = Ags3d.AddCube(0.0, -5.0, 0.0);        // adds a cube for the ground at x,y,z
  Ags3d.SetPrimScale(i, 500.0, 10.0, 500.0);    // stretches it out to cover more space
  Ags3d.SetPrimColour(i, 0, 255, 0);            // makes it green
  Ags3d.SetPrimFilter(i, Ags3d_Filter_All);     // makes it visible and collidable


It crashed with an exception. I can recreate the error message numbers if you or CJ need them. So, when I did everything and commented out those lines above, it would compile and run, but only show one color in the background, the ags standard mouse on LOOKAT mode (?) and a static image of the cursor that I told AGS3D to use with the SetEditorCursorSprite ( int slot )-function, but using wrong colors or the wrong palette. All this was in 320x240 and 16-bit color depth. I then changed to 32-bits and all of the sudden one half of the screen was completly pink and no AGS mouse was displaye (but no AGS3D mouse cursor either). And -- of course, once I added those lines from above in, it would crash again.

So, to get a project started, I actually took your demo game and got rid of all the code and replaced it with mine and it suprisingly worked!

Thus, this is not such an important issue, but to ensure newbie-friendliness with AGS3D you should take a look at this as well, if you can find the time.

td

3D looks great! How i undarstand AGS engine get objects from Allegro.ddl for 3d? But here is the question for autor (or not).
Can i use my own flat background at first and then change flat image into cylinder (panorama). Well can i make game like Myst with this plugin?

Ubel

Hey Steve. Today I finally got myself to try really using this thing to make something. Well, I followed the instructions in the readme file and made myself a nice little scene using primitives. But when I pressed F4 to write the scene into a .txt file, it only wrote this:

Quote
Ã,  int i;
Ã,  // index 0
Ã,  i = Ags3d_AddCube(0.0, -5.0, 0.0);
Ã,  // index 1
Ã,  i = Ags3d_AddCube(0.0, 50.0, 90.0);
Ã,  // index 2
Ã,  i = Ags3d_AddRoof(0.0, 150.0, 90.0);
Ã,  Ã,  Ags3d_SetPrimScale(i, 100.0, 100.0, 100.0);
Ã,  Ã,  Ags3d_SetPrimRotation(i, 0.0, 0.0, 0.0);
Ã,  Ã,  Ags3d_SetPrimColour(i, 255, 0, 0);
Ã,  Ã,  Ags3d_SetPrimFilter(i, Ags3d_Filter_All);
Ã,  // index 3
Ã,  i = Ags3d_AddCube(0.0, 45.0, 40.0);

So basically it left out some really important information about the scaling and positions of the primitives. I hope you will try to find a way to fix these problems because I really want to start learning to use this thing. :)

Kweepa

#107
Quote from: td on Sun 09/07/2006 06:34:15
3D looks great! How i undarstand AGS engine get objects from Allegro.ddl for 3d? But here is the question for autor (or not).
Yes, I'm using allegro functions to draw triangles.

Quote
Can i use my own flat background at first and then change flat image into cylinder (panorama). Well can i make game like Myst with this plugin?

Yes, that's possible. Lock the player in place inside a textured cube, with each face of the cube a rendering with a 90 degree field of view looking forward, back, left, right, up, down. See this thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25492.msg327790#msg327790

Pablo,
Perhaps the problem is that you have locked the .txt file and AGS can't open it for writing, so you're looking at an earlier version. Try closing it before pressing F4. I've been using the export for ages without problems.
If that's not it, let me know.

dkh,
I'll take a look soon, I promise :)
Still waiting for Purity of the Surf II

Ubel

Nope that didn't happen. As I said, it was just written like that in the text file when I pressed F4. I tried many times afterwards and always there was some primitive's information missing in the file.

Kweepa

#109
v1.18 is up!
This version is a big change from the previous version. The main changes are:
* swapped Y and Z axis! This is a painful change, but necessary to make the mathematics consistent with certain matrix and vector conventions
* added support for as many lights as you want (there's a performance cost, of course)
* removed Novodex physics (it was a gimmick that I didn't want to support)
* big internal rework of the plugin code base to support the lights, and get some speedup
* fixed a few bugs with the F4 code (nothing that would cause Pablo's problems I don't think)

I also updated the documentation to better reflect setting up a demo game. I worked through the instructions and successfully got a game going this time :=

Cheers,
Steve
Still waiting for Purity of the Surf II

DoorKnobHandle

Ah, great! I am downloading right now, but it sounds cool. ;D

Ubel

When I try to compile (well, actually save a room):

Quote
---------------------------
Compile Error
---------------------------
There was an error compiling your script. The problem was:

In: 'Ags3d header'



Error (line 139): PE03: Parse error at 'Ags3d_LightType'



Do you want to fix the script now? (Your room has not been saved).
---------------------------
YesÃ,  Ã, NoÃ,  Ã, 
---------------------------

Kweepa

Hmm... did you add the module and the plugin as described in the help text?
Sounds like one of them is old.
Still waiting for Purity of the Surf II

Ubel

Heh, sorry I made a silly mistake. I DID do everything described in the help file. BUT I still had the older AGS3d.dll in my agseditor folder. So it works now. Also the F4 problem seems to be gone, but I'll report if it returns again. Thanks. :)

Ali

I'm having trouble with 640x480, the same problem Garage gothic mentioned earlier in the thread. At high-res I just get a 320x240 window in the top left of my screen. I remember an earlier demo that worked in 640x480, but the documentation for the new version says it's still supported.

I'm interested in the QuicktimeVR-ish possibilities you've demonstrated Mr McCrea, so high res would definitely be preferable. Also, would it be possible to alter the size of the 3D window within a game, so a player could choose based on the speed of their PC?

Sorry for all the questions, but my understanding of how this works is minimal, I just think it's pretty and fun.

Kweepa

I'm sitting in a hotel lobby right now, so I can't check on 640x480, but it's perfectly possible to change the 3d window size in game. (You could load up a complicated scene and change the size until the frame rate is acceptable.)
I'd be interested in seeing a decent render in Ags3d-QTVR. My modelling, texturing and lighting skills are all just about non-existent. Let me know how you get on.
Still waiting for Purity of the Surf II

Ali

I discovered the SetWindow function, it's pretty nifty. With 640x480 I either get a tiny window in the top-left, a tiny window constantly spinning(this happens in a number of resolutions) or an error. I'm not on my home machine either, so I'm afraid I don't have the details.

One new problem I've had is that the third 'Ray Hits' float goes off the edge of my screen so I can't read it and just have to estimate where objects should go. Also, in a QTVR context it would be very useful to be able to change the filter for all objects at once in-game, and possibly to position them. This would make it very easy to position objects to act as hotspots, then make them invisible.

Hope you're enjoying what sounds like a holiday/sitting in a hotel lobby for no reason. Feel free to relax and not bother dealing with my ungrateful whining.

fred

WOW! It's been ages since I checked the Technical Archive threads, but still unbelievable that the 3d-plugin evolved this rapidly. Awesome work!

I'll have to completely rethink my year-old game project now...  :D

abibliophobe

I'm also getting the problem with using resolutions larger than 320x200 putting the screen in the corner (sounds like a common thing), but also another thing with the colour depth - 16-bit works fine, but 32-bit colour makes the screen squash the 3d viewing screen thing to one side and sticks my sky background on the other side. And if I use 16-bit it just puts in a (default?) blue sky instead of the one I made.

Sunwalker

Nice module but I meet the same problems like Ali and Zirconius : Impossible to use 640x480 resolution and 32 bits colour depth. This resolution worked in v1.17 but not in this one. 32 bits colour never worked even in the other version. What's the solution to these problems ?

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