Would be wonderful if you couldmtarini said:Barf said:Do you think something like this is feasible within OpenBrf http://www.bytehazard.com/code/vertnorm.html (re-evaluation of vertex normals based on surface area).
Terrific model!
I'm well aware of normal computations... unless I'm mistaken, OpenBRF already does face-area weighting in normal computations.
(tech-detail for the tech-curious: weighting normals with face-areas is actually easier than doing otherwise, because area weighted face normal is what you get if you don't re-normalize the normal computed as the cross product of the two edge vectors of a face).
I confess that I didn't add angle weighting just because I'm lazy.
I see now it can be important to perfectionist (prise to them!). Ok, will do that.
mr.master said:Would it be possible to add a feature that copies everything that is tied to a mesh? Basically, you could configure so that when you example copy a mesh and want to paste it to another instance of open brf or another brf file, it would copy the materials and textures too which were tied to the mesh.
I could add a special "Copy Mesh+Material+Texture" command inside the "Edit" pop down menu, maybe with ctrl+shift+c as a shortcut.
(is this needed even if textures/materials are to be found inside another file?)
Bolkonsky said:Since With Fire and Sword uses green bump maps, is there any possibility of detecting if it's in the With Fire and Sword/CommonRes and changing the way it renders them? Or at least allowing an auto-disable of them if it's from the With Fire and Sword/CommonRes?
mtarini said:Good suggestions are stacking up and still I need to postpone any work on OpenBRF due to RL... it will be in a week or two.
Bolkonsky said:Since With Fire and Sword uses green bump maps, is there any possibility of detecting if it's in the With Fire and Sword/CommonRes and changing the way it renders them? Or at least allowing an auto-disable of them if it's from the With Fire and Sword/CommonRes?
The ideal would be to find a simple way to let OpenBRF tell "BLUE" and "GREEN" bump-maps apart, that was robust for them all: for M&B 1.01, WB and wFaS. For example, a flag in the shader, maybe? Or shader names? (I don't have wFaS here, so I cannot tell)
More info: the game itself displays blue/green bumpmaps correctly simply because different materials uses different shaders. Some shader assumes the bump is "GREEN", some that it is "BLUE". For example, it seems to me that...
...[mtarini has a quick look]...
...in WB, shader bumpmap_interior_new assumes BLUE bump, but shader bumpmap_interior assumes GREEN.
Now if there was a simple set of rules so that openBRF looks at the shader name, and acts accordingly...
Plus, if this simple set of rules worked in WB, M&N, and wFaS alike, that would be real fine.
If anybody feels like it, it would be great if you can find one such rule, by browsing native datasets.
Feel free to suggest!
((For example, currently, if the word "iron" is to be found inside the shader name of the current material, then OpenBRF assumes that "alpha" of rgba texture stands for shininess (unless there is a shininess map defined, in which case that is assumed to encode the shininess). It would be cool to find a simple rule of this kind to tell blue and green bumpmaps.))
xenoargh said:If you select a horse, then select anim_horse, it selects the horse skeleton for animation preview
[... ] but when exported, it uses the human skeleton.
xenoargh said:(although, I should note, it doesn't work completely correctly- watch the animations play and you'll see what I mean),
Swyter said:Just found that the texture zoom mouse wheel binding is inverted.
Ah. Hmm. If it wouldn't bother you terribly or take forever, could it show the rubbish-free by default, then? It makes it much, much harder to judge when vertex weighting in the rig is not quite right when viewing it running and it hits the junk frames.The horse animations in M&B does contain intervals of pure rubbish.
mtarini said:Swyter said:Just found that the texture zoom mouse wheel binding is inverted.
Well, that's a matter of tastes. To me, rolling the wheel toward oneself means dragging the object closer, so it becomes larger.
One could prefer the same movement to mean "moving you-the-observer away from the objects" (it becomes smaller), but then why, when you slide the mouse leftward, the object turns leftward? (and not: you-the-observer move to your left, i.e. the objects turns right?)