pipmak-users Mailing List for Pipmak Game Engine (Page 18)
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From: Andrea V. <and...@gm...> - 2008-07-08 15:29:57
|
NigeC <nigec999 <at> gmail.com> writes: > > how do i go about adding a message at the foot of the screen? > In effects, display a textual message overlaid a cubic node isn't a very simple task in Pipmak....it isn't difficult, but not immediate.. I wrote a page in the Wiki with my solution: http://pipmak.sourceforge.net/wiki/index.php/Display_message_text I hope this can help you. -Andrea > ----- > http://nigecstudios.co.uk NigeC Studios |
From: NigeC <nig...@gm...> - 2008-07-08 09:09:33
|
I'm having a bit trouble figuring out how to place text on the screen <blush> I have a door in a cubic room on the 90 degree image thats locked.. how do i go about adding a message at the foot of the screen that its locked? ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/on-screen-dialog-tp18334966p18334966.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2008-06-24 07:22:01
|
Great Chriss!! It works well!! What do you think about adding to methods "patch" and "move" the optional parameter: rotationorder = one of {"xya","yxa","xay",....} with a default value rotationorder="xya", so that the backwards compatibility was not compromised. I think it isn't too difficult to implement. You're right about the perspective of a sphere, but did not want to do things too complicated!! Thank you Andrea P.S. I will try to put this example in the Wiki, because I think it could be interesting for others. |
From: Christian W. <cwa...@gm...> - 2008-06-23 19:07:44
|
Andrea Viarengo wrote: > I tried the code that follows, you can move the sun using arrow, > and you can notice distorsion with elevation>45 > > The distorsion is due to the system used to rotate patches, as > the first rotation (along x) also amends the orientation of > the second axis of rotation (along y). > > and I believe that, in this case, the problem will disappear if you > rotate first along the Y axis and then along the axis X, (perhaps > the ideal would be able to choose the order of rotation axis ...) Yes, you're right. Swapping the default order to Y first, then X would be easy. I wonder if there are any other applications that would be made more difficult by that? I agree that the application of orienting a patch to the viewer given azimuth and elevation is a useful one and should be made easy. Doing this would break backwards compatibility with 0.2.7, however. (I guess we could still do it, as there probably aren't many people using X and Y rotation yet.) Implementing an arbitrarily specifiable rotation order would be a bit more involved (though it may be worth it - I'll look into it). We could also introduce another property "anglex2", so that rotation would happen in the order anglex, angley, anglex2, angle. Opinions, anyone? In the current system, you can't get away without doing some trigonometry. Going through the cartesian coordinates seems easiest: x = cos el sin az = sin dl y = sin el = cos dl sin bz z = -cos el cos az = -cos dl cos bz Here's what I've come up with, modifying your example, and it seems to work well: function setpos(p,dis,az,el) local nz=-math.cos(math.rad(az))*math.cos(math.rad(el)) local nx=math.sin(math.rad(az))*math.cos(math.rad(el)) local ny=math.sin(math.rad(el)) local dl = math.deg(math.asin(nx)) local bz = math.deg(math.atan2(ny, -nz)) pipmak.printinplace("az ", az, " el ", el, " bz ", bz," dl ",dl) p:move{nx=nx, ny=ny, nz=nz, anglex=bz, angley=-dl } pipmak.setviewdirection(az, el) end -Christian |
From: Christian W. <cwa...@gm...> - 2008-06-23 16:43:59
|
Andrea Viarengo wrote: > I was not able to put a patch so that it is always orthogonal to the > segment connecting the center view (nx,ny,nz=0,0,0) with its center. I haven't had a chance to look at your code yet - I'll get to that shortly - but I wanted to mention the following right away: > (You know that in the reality the sun is a sphere, > so it should always appear circular from anywhere I look at it, > and never should be appear elliptical ...) No. That's not true. Projecting a sphere onto a plane will not get you a circle unless the projection direction is perpendicular to the plane (i.e., you're looking straight at the sun, so that, for a non-skewed camera, it is in the center of the image). Think about it! (The same thing said a bit more verbosely: <http://tag.povray.org/povQandT/misconceptions.html#perspectivespheres>.) -Christian |
From: Andrea V. <and...@gm...> - 2008-06-23 13:31:07
|
AAArgh!!!! in function setpos(...) anglex=-el This works! I'm apologize twice!!! |
From: Andrea V. <and...@gm...> - 2008-06-23 13:17:28
|
ERRATA: in the function setpos(...) put anglex=el ... (remove"2") sorry. Andrea |
From: Andrea V. <and...@gm...> - 2008-06-23 13:10:07
|
Hi, Probably my knowledge of trigonometry are a bit rusty, but I was not able to put a patch so that it is always orthogonal to the segment connecting the center view (nx,ny,nz=0,0,0) with its center. Imagine that I want to draw the sun in a cubic node, the sun is simply an image representing a yellow circle, and I want draw it passing azimuth and elevation to a function that place and orienting the patch so that the sun is never distorted, but always it appear perfectly circular. (You know that in the reality the sun is a sphere, so it should always appear circular from anywhere I look at it, and never should be appear elliptical ...) This would be useful if I wanted that my node can be visited at different hours of day and I want to render the idea of the time flow by the position of the sun (and possibly also the brightness of the scene). How could I do? I tried the code that follows, you can move the sun using arrow, and you can notice distorsion with elevation>45 The distorsion is due to the system used to rotate patches, as the first rotation (along x) also amends the orientation of the second axis of rotation (along y). and I believe that, in this case, the problem will disappear if you rotate first along the Y axis and then along the axis X, (perhaps the ideal would be able to choose the order of rotation axis ...) What do you think? -Andrea --------------------------------------- cubic { "front.jpg", --front "right.jpg", --right "back.jpg", --back "left.jpg", --left "top.jpg", --top "bottom.jpg" --bottom } function setpos(p,dis,az,el) local nz=math.cos(math.rad(az))*dis*math.cos(math.rad(el)) local nx=math.sin(math.rad(az))*dis*math.cos(math.rad(el)) local ny=math.sin(math.rad(el))*dis p:move{nx=nx, ny=ny ,nz=nz, anglex=el2, angley=az } end onkeydown ( function(key) local press="no" if key == pipmak.key_arrow_right then az=az+10 press="yes" end if key == pipmak.key_arrow_left then az=az-10 press="yes" end if key == pipmak.key_arrow_up then el=el+10 press="yes" end if key == pipmak.key_arrow_down then el=el-10 press="yes" end if press=="yes" then setpos(sun,di,az,el) end end ) pipmak.setverticalfov(70) -- initial position of the sun: az = 0 el = 45 di = 2 -- "sun.png" is simply a yellow circle on trasparent png 80x80 pixel sun=patch {nx=0, ny=0 ,nz=0, anchorh=40,anchorv=40, w=80, h=80,image="sun.png",visible=true } setpos(sun,di,az,el) ------------------------------------------------------------- |
From: Stefan G. <net...@we...> - 2008-06-17 16:08:22
|
> > stegro@idefix:~/Downloads/pipmak-0.2.7$ ./pipmak > > bash: ./pipmak: Permission denied I still have no clue - but I'll find out why it does not work. I tried the same executable on a Gentoo at the university and it went well. > When you copy any other executable into that folder, does it > run? Neither another executable nor a renamed or copied pipmak can be executed. hmmm... I am going to look for a Linux geek, I think, because it does not seem to be pipmaks fault. (I curious about the new text-feature - would be quite useful for Zündapp Underground...) thanks Stefan |
From: Christian W. <cwa...@gm...> - 2008-06-11 04:59:41
|
Stefan Großhauser wrote: > stegro@idefix:~/Downloads/pipmak-0.2.7$ ./pipmak > bash: ./pipmak: Permission denied No idea. When you copy any other executable into that folder, does it run? What happens when you make a copy of the pipmak executable? Perhaps copying only the contents with something like "cat pipmak > pipmak2"? -Christian |
From: Stefan G. <net...@we...> - 2008-06-09 14:30:05
|
Hi, I just wanted to try out the new release, but somehow I am not allowed to execute the Pipmak 0.2.7 for Linux x86 build : stegro@idefix:~/Downloads/pipmak-0.2.7$ ls -l insgesamt 1660 -rw-r--r-- 1 stegro stegro 3767 2008-05-12 13:33 ACKNOWLEDGEMENTS -rw-r--r-- 1 stegro stegro 18011 2008-05-12 13:33 COPYING drwxr-xr-x 26 stegro stegro 4096 2006-11-27 19:35 Demo.pipmak -rw-r--r-- 1 stegro stegro 7808 2008-05-12 13:33 HISTORY -rwxr-xr-x 1 stegro stegro 507948 2008-05-12 13:33 pipmak -rw-r--r-- 1 stegro stegro 500650 2008-05-12 13:33 Pipmak Resources -rw-r--r-- 1 stegro stegro 4256 2008-05-12 13:33 README -rw-r--r-- 1 stegro stegro 619428 2008-05-12 13:33 Reference.pdf -rw-r--r-- 1 stegro stegro 2477 2008-05-12 13:33 TODO stegro@idefix:~/Downloads/pipmak-0.2.7$ ./pipmak bash: ./pipmak: Permission denied stegro@idefix:~/Downloads/pipmak-0.2.7$ sudo ./pipmak sudo: unable to execute ./pipmak: Permission denied Any clue? Thank you for any hint. Stefan |
From: NigeC <nig...@gm...> - 2008-05-28 20:29:55
|
Christian Walther wrote: > > > > Some supplemental googling seems to suggest that Bryce's field of view > is off by exactly a factor 1.25 (or 0.8). That would mean that for > 1024x1024 cube faces, the correct number to use would be 90.056 * 1.25 = > 112.57. Let me know if that works, and I'll update the wiki page. > > just before i read this i got down to 112.60 and it seemed to line up.. but it was just a preview render so it could still be out.. I'll do a full render at 112.57 and post back :) thanks for taking the time, its much appreciated ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/image-alignment-tp17520016p17521292.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-28 20:07:00
|
I wrote: > That looks like your field of view is a tiny bit too big. If you're > following the instructions on > <http://pipmak.sourceforge.net/wiki/index.php/Making_Cubic_Panoramas#Bryce>: > I don't know where that number 112.75 comes from, but try making it a > bit smaller (starting with 112.65 or so) and see if you can get the > edges to fit better. Some supplemental googling seems to suggest that Bryce's field of view is off by exactly a factor 1.25 (or 0.8). That would mean that for 1024x1024 cube faces, the correct number to use would be 90.056 * 1.25 = 112.57. Let me know if that works, and I'll update the wiki page. -Christian |
From: Christian W. <cwa...@gm...> - 2008-05-28 19:50:16
|
NigeC wrote: > http://www.nigecstudios.co.uk/games/motel..rar Motel node 1 > I'm having a problem with the 3rd image being a pixel or so out, I'm using > Bryce and I've never had this problem before on any other cubic node > I've moved the camera and tried again but still have the problem That looks like your field of view is a tiny bit too big. If you're following the instructions on <http://pipmak.sourceforge.net/wiki/index.php/Making_Cubic_Panoramas#Bryce>: I don't know where that number 112.75 comes from, but try making it a bit smaller (starting with 112.65 or so) and see if you can get the edges to fit better. -Christian |
From: NigeC <nig...@gm...> - 2008-05-28 19:45:31
|
Christian Walther wrote: > > If you mean the one here > <http://www.nigecstudios.co.uk/aeforum/index.php?tid=6&threaded=true>, > then no, I've only found that a few days ago. Haven't gotten around to > exploring it in depth yet. > > > > Yeah that was my very first attempt :) Theres also the game with the alarm keypad, but i'm going to do escape the motel room first just to learn some puzzle basics ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/LUA-keypad-puzzle-help-tp17446090p17520585.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-05-28 19:15:13
|
http://www.nigecstudios.co.uk/games/motel..rar Motel node 1 I'm having a problem with the 3rd image being a pixel or so out, I'm using Bryce and I've never had this problem before on any other cubic node I've moved the camera and tried again but still have the problem If you look at the top along the molding above the bed also the between the door and dresser thanks ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/image-alignment-tp17520016p17520016.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-28 19:12:41
|
NigeC wrote: > I thought you had seen my first try? i'm sure you did because i was using > the debug for on screen text lol, i added an outside scene with a motorbike > and car later, but it never went past that If you mean the one here <http://www.nigecstudios.co.uk/aeforum/index.php?tid=6&threaded=true>, then no, I've only found that a few days ago. Haven't gotten around to exploring it in depth yet. -Christian |
From: NigeC <nig...@gm...> - 2008-05-28 18:59:17
|
Christian Walther wrote: > > > > Of course. I assumed such things would happen here on the users list. > Does that feel inappropriate to you? Others? > > I was actually surprised when I found that you had published a small > demo, and never lost a word about it here. :) > > > I thought you had seen my first try? i'm sure you did because i was using the debug for on screen text lol, i added an outside scene with a motorbike and car later, but it never went past that I'm one of those people who like input and criticism, it helps make a better project, specially something that is a 360 degree world :) ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/LUA-keypad-puzzle-help-tp17446090p17519638.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-28 17:52:03
|
NigeC wrote: > Christian Walther wrote: >> I don't understand what you mean. Are you talking about the wiki? >> > Or just on the forum? It would be nice to see what people are up to > (assuming they want to share), and i'm sure it would be a boost for you to > see whats being done with Pipmak :) Of course. I assumed such things would happen here on the users list. Does that feel inappropriate to you? Others? I was actually surprised when I found that you had published a small demo, and never lost a word about it here. :) -Christian |
From: NigeC <nig...@gm...> - 2008-05-28 17:43:53
|
Christian Walther wrote: > > I don't understand what you mean. Are you talking about the wiki? > > -Christian > > > Or just on the forum? It would be nice to see what people are up to (assuming they want to share), and i'm sure it would be a boost for you to see whats being done with Pipmak :) Anyway back to the rendering lol ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/LUA-keypad-puzzle-help-tp17446090p17518220.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-05-28 17:39:58
|
Aidan Gauland wrote: > I would like to say that I find the Pipmak demo to be a good demonstration of > Pipmak's various features, but I wasn't really able to model much of my code > after the code in the demo project, because some of the more complex code was > lacking comments a bit, and, for example, in the code for the lever that > controls the bridge, there were a few magic numbers that made it too confusing. OK, I can see that this script could use some comments. And others too, probably. I'll see about improving that. Thanks for the feedback! By "magic numbers", I assume you mean how I modeled the path of the lever handle using y as a quadratic function of x, and the bridgepos parameter corresponding to the handle position as another quadratic function of x. The coefficients there were obtained by fitting a quadratic polynomial to the (approximately measured) "best" handle position for each intermediate step. There are a lot of other magic numbers in the script that just depend on where things are located on the panorama. -Christian |
From: Christian W. <cwa...@gm...> - 2008-05-28 17:36:41
|
NigeC wrote: > Would it be possible to have a pipmak-projects section? I don't understand what you mean. Are you talking about the wiki? -Christian |
From: NigeC <nig...@gm...> - 2008-05-27 09:21:12
|
Aidan Gauland wrote: > > I would like to say that I find the Pipmak demo to be a good demonstration > of > Pipmak's various features, but I wasn't really able to model much of my > code > after the code in the demo project, because some of the more complex code > was > lacking comments a bit, and, for example, in the code for the lever that > controls the bridge, there were a few magic numbers that made it too > confusing. > > I agree a lot more comments would help... when i tried SCream altho theres no real docs the main script pretty much told you how it worked with heavy commenting Would it be possible to have a pipmak-projects section? ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/LUA-keypad-puzzle-help-tp17446090p17486382.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@ih...> - 2008-05-27 08:55:23
|
I would like to say that I find the Pipmak demo to be a good demonstration of Pipmak's various features, but I wasn't really able to model much of my code after the code in the demo project, because some of the more complex code was lacking comments a bit, and, for example, in the code for the lever that controls the bridge, there were a few magic numbers that made it too confusing. Christian Walther wrote: > NigeC wrote: >> http://www.nigecstudios.co.uk/games/hawk/library/rooms/room4/keypad.swf >> >> ... >> >> I know its a big ask, but something like this on the wiki would be a great >> code example/demo and the foundation could be used for other puzzles.. > > If you can provide the graphics (and sound) used in that demo (I don't > know if I could somehow get them out of the SWF file), I should be able > to recreate it in Pipmak for you in a few minutes. I'll leave writing > the tutorial about it on the wiki to you or someone else. :) > >> us newbies work better by example :) > > Which is one of the reasons for the existence of the demo project. I'm > curious, does it do that job for you, or is it already too complex (or > even too simple)? > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: NigeC <nig...@gm...> - 2008-05-27 08:38:21
|
hes done a nice job.. i wonder if they will update to the new version? I set about redoning it with new graphics but decided i would be better of doing something from scratch ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/A-neat-mod-of-the-Pipmak-demo-tp17461422p17485660.html Sent from the pipmak-users mailing list archive at Nabble.com. |