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Author
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Topic: FAO E.popov
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aktrekker Member Posts: 1058 From:WA, USA Registered: Apr 2001
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posted 04-16-2002 04:29 AM
I finally installed TRViewer and tried it out. GREAT JOB!!! I have a few questions. 1) I notice that meshes are numbered from zero. But animations are numbered from 1. Is this on purpose, or is animation zero a do-nothing animation that you skipped? I noticed when trying to match animations in the TR4 file with what you show that sometimes the state id doesn't seem to line up, so I assume you started numbering at 1 instead of zero.2) When interpolating between frames, how did you choose the interpolation value? Did you pick what looks good, or did you have some inside info on the game engine? How many interpolations do you calculate between frames? Is it always the same for all animations and all objects? What time interval do you use between frames? 3) Have you tried to determine what the animation commands do? I mean beyond what TRosetta Stone gives. What about the 8 unknown words in the TR4 animations (only 4 in TR1-3)? Thanks for any help you can give.
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los-veratos Member Posts: 36 From: Registered: Feb 2002
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posted 04-16-2002 05:54 AM
I think popov is only in this forums: http://pub19.ezboard.com/ftreditingzonefrm2 Los veratos IP: Logged |
aktrekker Member Posts: 1058 From:WA, USA Registered: Apr 2001
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posted 04-16-2002 06:08 AM
I went there. Got a popup. OK, close it and go on. I tried to open a message. 2 more popups. When I tried to close one, it opened 2 more popups. I will not allow a website to take over my machine. So **** ezboard.Maybe I'll have to use email.
[This message has been edited by Driber_IF (edited 04-16-2002).] IP: Logged |
TRWad Member Posts: 283 From:Rotterdam Registered: Dec 2001
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posted 04-16-2002 11:07 AM
I visit there a lot and never get more then 1 pop-up.IP: Logged |
hteS Member Posts: 1043 From: yellaV of the sgniK, tpygE Registered: Aug 2001
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posted 04-16-2002 11:17 AM
quote: Originally posted by TRWad: ...never get more then 1 pop-up.
Same here. ------------------ IP: Logged |
TRWad Member Posts: 283 From:Rotterdam Registered: Dec 2001
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posted 04-16-2002 11:22 AM
quote: Originally posted by aktrekker: **** ezboard.[This message has been edited by Driber_IF (edited 04-16-2002).]
Seems you said a bad word IP: Logged |
hteS Member Posts: 1043 From: yellaV of the sgniK, tpygE Registered: Aug 2001
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posted 04-16-2002 11:34 AM
quote: Originally posted by TRWad: Seems you said a bad word
But why comment that? IP: Logged |
aktrekker Member Posts: 1058 From:WA, USA Registered: Apr 2001
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posted 04-16-2002 12:55 PM
Actually, I included asterisks in the word to filter it myself. Seems Eidos is filtering the filtered words. 
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fairchild Member Posts: 106 From: Registered: Jan 2001
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posted 04-16-2002 09:21 PM
Atrekr- *tip for U; disable javascript momentarily so you can visit sites like these-IP: Logged |
KingSpyder Member Posts: 207 From: Registered: Feb 2001
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posted 04-17-2002 12:34 AM
aktrekker: I cross-posted your message to the mentioned forum. I hope I didn't overstep any bounds but, I felt I'd should help you get the answers you seek.
------------------ KingSpyder KingSpyder@thefreesite.com KingSpyder's World The Doctor Who Transcripts Project The Original Tomb Raider Conversion Project The Dark! Your Source For Video Tape Labels! IP: Logged |
aktrekker Member Posts: 1058 From:WA, USA Registered: Apr 2001
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posted 04-17-2002 08:52 AM
Thanks KingSpyder.fairchild, will that work at ezboard? I've tried it at some sites and nothing works. I suppose multiple popups could be a bug in Netscape. One of the windows was large and it never loaded anything.
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fairchild Member Posts: 106 From: Registered: Jan 2001
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posted 04-17-2002 02:17 PM
disable javascript(momentarily) because that is what pop-ups - function on. (works for me)...i use I.E or Netscape depending on how quickly i wish to peruse the site. nothing worse than wanting to get tools,etc, & running into somebody's *cute Web site* that Takes Forever to load - usually, java is busy trying to load or assimilate all kinds of extra foolishness/ plug-ins that nobody cares about, etc, etc... when all you want to see is the site's interesting *body of work*... IP: Logged |
Data Moderator Posts: 1531 From:Omicron Theta science colony Registered: May 2001
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posted 04-17-2002 02:23 PM
quote: Originally posted by aktrekker: Actually, I included asterisks in the word to filter it myself. Seems Eidos is filtering the filtered words. 
The reason for this is quite clear: Excerpt taken from the Eidos Terms of Use No Cursing or Swear words. We encourage you to use our Communities as a forum to debate topics, but please use proper adjectives to express yourself. This includes the creative use of different characters to circumvent our censor.  ------------------ Learn to respond, not react IP: Logged |
popov Junior Member Posts: 7 From: Registered: Oct 2001
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posted 04-17-2002 11:44 PM
Hi,(thanks to KingSpyder for crossposting to ezboard) > I notice that meshes are numbered from > zero. But animations are numbered from 1. > Is this on purpose, or is animation zero a > do-nothing animation that you skipped? I > noticed when trying to match animations in > the TR4 file with what you show that > sometimes the state id doesn't seem to > line up, so I assume you started numbering > at 1 instead of zero. Yes, I started numbering from 1 instead of 0 just because I thought it was more logical for level builders to start counting from 1 and not 0 (it's only for programmers that counting from 0 is more logical . In the current version of TrVr I'm working on (when I have time...), these numbering may all disappear, because I'm replacing these number by friendly names (for Lara, for eg, "Animation #1" will be replaced by "Lara running"). > When interpolating between frames, how did > you choose the interpolation value? Did > you pick what looks good, or did you have > some inside info on the game engine? No, no need to have inside infos into the game engine: the interpolation I make is something "standard". I use quaternions to represent rotation informations at each node (link) of a moveable. Then, when displaying the animation, for each node, I interpolate between the quaternion of the current frame and the quat. for the next frame (strictly speaking, it's the quat. for the current / next key - the frame number just gives the interpolation factor to use between the two keys). If you don't know quaternions, then just search for it on Internet, you will look plenty of docs. And you can look at TrVr sources too, it can help (check the Anim*.h / cpp files). > How many interpolations do you calculate > between frames? Is it always the same for > all animations and all objects? > What time interval do you use between > frames? Basically, to calculate the next frame to display, I just use the time taken to display the last frame and the frame rate at which the moveable should be displayed (which is 30 fps in TR). Then, given this new frame number, I'm able to calculate the interpolation factor to use to blend between the two keys (quaternions) this frame is comprised into. Look at function boRunForward and boSetCurrentFrame of the CAnimTrack class (m_fAnimFPS=30). > Have you tried to determine what the > animation commands do? I mean beyond what > TRosetta Stone gives. > What about the 8 unknown words in the TR4 > animations (only 4 in TR1-3)? No, I don't have particulary looked at that for the moment, but I will because I'm currently rewriting the animation support in TrVr, and anim commands are one area I have to work into. If you find the meaning of some new anim commands, don't hesitate to share I will do the same thing. Bye, Popov
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aktrekker Member Posts: 1058 From:WA, USA Registered: Apr 2001
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posted 04-18-2002 11:30 AM
Thanks.
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