I'm new so don't shoot me

Duggz

12-11-2006 09:59:25

I'm a visual artist for a game being developed with Ogre. As an artist programming isn't really my thing but in order to make the programmer's life easier (so they can concentrate on more important stuff). I will have to archive the texture maps somehow using Ofusion.

It's just one mesh but for Ogre different maps can be applied to that mesh. Does anyone know how to archive the maps using Ofusion and could they give me pointers on what I'm supposed to do?

Please help me I can't seem to find tutorials on this.

yuriythebest

12-11-2006 11:01:31

I'm relatively new to this too, I haven't done any archiving myself but here is my take on it:

1. export your model to *material, *mesh, place em in the models folder( you can place the *material in materials folder but it takes longer)

2 in ogreDir/media/packs create a ZIP- nor rar, containing your textures, maybe even a *mesh.

3. in ogreDir/bin/(release/debug) add your zip file's directory&filename to resources.cfg

hope that helped

Duggz

12-11-2006 17:14:53

thanks...I'll try it

Duggz

18-03-2007 19:15:58

Previously I somehow got the Ofusion viewport to work by going into perspective and selecting extended then Ofusion.

Now when I do it just crashes with a runtime error.

I'd work around it but I need the viewport to see how the Ofusion materials look when tweaking them...so I'm kinda flying blind here.

Can anybody help out?

Also I remember Ogre materials being listed in the material editor but now they're not and the texture maps don't show up visually in the material editor they just stay the default grey sphere.

It could be something went wrong in the installation of the program???

Duggz

18-03-2007 23:18:47

Okay, i've figured it out...needed to configure the Ofusion viewport to direct X

Next problem...

how do I create an alpha mapped material...i.e. an image with a transperency?

My guess so far is that I have to choose the right file format to import as a bitmap to the material itself. But then there's tweaking...Is there any guides out there that runs through the Ofusion materials options?

...If you didn't guess already I'm not a coder...I'm an artist trying desperately to get a few map libraries with objects to the programmer so he can put a demo together. I've got the models all done the textures mostly completed...it's just a matter of setting up the materials for Ogre and organise into libraries.

I'm also wondering...(if I'm not pushing my luck already,lol) is it possible to set up an object to emit a light source?

I'm not even going to ask about blend shapes...lol

Lioric

19-03-2007 16:38:32

Its very suggested to use the OpenGL RenderSystem in oFusion (for max use any driver you need), test by updating your video drivers

To use transparency, load a texture that contains alpha (png) in a TextureUnit texmap and enable the transparency (do a search in this forums for "Alpha Blend", for detailed information)

What kind of light emit source you need the object to be? is this for baking the light into lightmaps? or for using the light in your application (dynamic light)

You have multiple options, as link a light to your object (as align it at the center of the object) in this case the object will be a light emit soure, and the light will move as the obejct moves, or use the post-process event system in your application to load the scene and attach lights to your objects as you need

Duggz

19-03-2007 20:37:25

Thanks...I've made a note of alpha rejection...I use five different packages for work and all have differnet discourses for the same thing. I guess it's just a matter of playing around with it.

For the game I'm creating the models and textures for is in space and as an artist I was playing around with the concept of shadows and light. Space is going to be dark, naturally so if all the spacecraft had lights it would add to visual atmosphere. But then again I'm not the programmer so I don't even know it's possible to do in Ogre, not to mention exporting through Ofusion. Building it and rigging it is easy

I'm still having crashing problems with OpenGL...I'll just have to source an update to the file from somewhere.

Thanks again