Where's the serialiser ?

s0lidnuts

03-10-2007 20:42:29

o_O I can't find it for use.
mWorld->???

NxOgreWorld.h -> lines 224 to 236
...
// Serialiser* mSerialiser;
...

betajaen

03-10-2007 21:30:01

Disabled at the moment. The current interface is a little icky, and I don't like having the PhysX Nxustream2 in NxOgre's source.

It'll be back in 1.0 though.

s0lidnuts

03-10-2007 21:31:52

=(
Is there any importer/exporter out there, or the only way is coding my own ?

betajaen

03-10-2007 21:59:57

Nope, and coding your own insanely hard. Probably the time you've finished one, 1.0 is out. ;)

s0lidnuts

03-10-2007 22:13:52

Yeah.. but the export don't have TriangleMesh type (is it a wrong concept?).
And.. what will I do until there? =P

betajaen

03-10-2007 22:19:15

Which export?

s0lidnuts

03-10-2007 22:24:47

That PhysX for 3dsMax crap =X
I guess I just need some way out for this problem on physics =)
Then I'll start recoding all my "game project", because the code is crap.
(Everytime I get to programming again, it seems my mind improves on some way, and the older codes just look like.. ugly?)

betajaen

03-10-2007 22:45:18

What about the PhysXExporter for Max? Do you want it to just export the entire scene, or just a physics model. Because you don't need it for the latter. NxOgre will use Ogre meshes for Triangle Meshes.


I get the same feeling, I cringe when I look at NxOgre 0.6.

s0lidnuts

03-10-2007 22:55:45

I mean..
The PhysX Exporter for 3dsMax doesn't have the TriangleShape type. So, all I can do is convex. There is the "AgreggateHull" object wich I can attach as proxy on the object, but even like that, some of the model wasn't 'mapped' correctly.
Screenshot: look the house =X
PS.: Yup.. the modeling is crap ^^ just for testing.

betajaen

03-10-2007 23:13:30

You can save it as an Ogre Mesh, then load that Ogre mesh in as a TriangleMesh.

s0lidnuts

03-10-2007 23:26:43

Yes, but I would start doing the import almost manually right ?
I even did a small parser, and typed the XML lines manually, just like this:
<Body name = "House" type = "Static" shape = "Mesh" mesh = "House.mesh"/>
But that's not really pratical.

betajaen

03-10-2007 23:36:41

Yes at the moment, the House would have to be positioned manually in code or some custom loader.

s0lidnuts

03-10-2007 23:57:53

The solution I found is 'ripping' the Newton Max Exporter and making it a "PhysX Max Exporter".. =P I sent the author a PM asking for authorization, I hope I get it ;D
Then when everything is working I'll post the scripts here.