Topic: How to use graphic tools to test new content

Lastmerlin on June 30, 2010, 07:14:42 PM

Lastmerlin

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There are two tools available for testing new graphic content, especially new models. The purpose of this post is to describe how to use these. The tools can be found in the directory tools below the project root folder. If you are using windows, download the precompiled tools package from the download site and place the tools folder at the described place.

Meshtest

The meshtest tool allows to render on ogre mesh and apply an animation to it. In addition, some extra meshes may be attached to bones of the main mesh. For instance you can attach a sword to the hand of a monster.

After creating the  Mesh in a 3D modelling program, it must be exported to ogre mesh format first. There are exporters for Blender, Maya and 3DSMax for sure, others might exist. The resulting files must be copied to the ressources folder:
*.mesh and *.skeleton (if existant) to resources/models
textures to resources/materials/textures
material scripts to resources/materials/scripts

The mesh and the animation shown are controled by a files named mesh that can be found in the meshtest directory. If this file does not exist copy it from mesh.sample . The syntax of the file is pretty self-explanatory:
Code: [Select]

skeleton.mesh
attack
itemRightHand sword.mesh
itemLeftHand broken_shd.mesh
# everything after first # character is ignored
File layout:

main_mesh
animation (optional)
bonename object_attached_to_bone (optional)
bonename2 object_attached_to_bone2 (optional)
...

Please be aware, that excessive testing for malformed input files was omitted, so the tool might crash in this case. This might be improved in future.

Graphicengine

The game's graphic engine is based on so-called GraphicObjects. A Graphicobject can be a composite of several meshes (maybe some of them attached to bones of others), particle systems and sound emitters. The request to render an action for a GraphicObject can result in different animations for the parts, addition or deletion of parts, emission of sounds and several other effects. The components and the behavior of a GraphicObject is described by a special XML type name RenderInfo. A complete documentation on RenderInfo system will be presented on the XML Documentation page.

The purpose of this tool is to visualize to visualize a Graphicobject, so essentially to test the RenderInfo.

Again, the tool is controlled by a file named mesh in the graphicengine folder. If this files does not exist, copy it from the mesh.sample. The format for this file should be selfexplanatory:
Code: [Select]

axe_skeleton
walk
1000
# everything after the first # is ignored

File layout:
Renderinfo_name
action_name (optional)
time_to_complete action(optional)
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Comments: 3

scifer on October 28, 2010, 04:28:40 PM
Reply #1

scifer

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How do I run meshtest on Linux?
Linux is not user friendly. Linux\\ is\\ user-friendly. Linux\\ is\\ not\\ ignorant-friendly.

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Lastmerlin on October 28, 2010, 05:42:45 PM
Reply #2

Lastmerlin

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Do you use a precompiled build or a selfmade one ?
For the selfmade: go to tools and compile them. For precompiled - sorry they are not included in the package yet.
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scifer on October 28, 2010, 09:25:24 PM
Reply #3

scifer

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Quote from: 'Lastmerlin' pid='1090' dateline='1288284165'

Do you use a precompiled build or a selfmade one ?
For the selfmade: go to tools and compile them. For precompiled - sorry they are not included in the package yet.


Thanx :D
Linux is not user friendly. Linux\\ is\\ user-friendly. Linux\\ is\\ not\\ ignorant-friendly.

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