Thread: [Pipmak-Users] engine settings et al
Status: Alpha
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From: Wenzler, T. <we...@st...> - 2006-05-16 08:18:45
|
Dear developers of the ingenious pipmak engine, congrats to your fine engine, i found it recently and was stunned as it is comprehensive and easy to use as well. While reading the Reference, some questions poped up to my mind: =20 1.since pipmak.setviewdirection() is a global state, can it be deleted or set back to default or do i have to set it from the first use to the end of the project? =20 2.pipmak.setfullscreen() sets the window to fullscreen at whatever the current resolution of the window was, so images even when rendered with 1024x1024 look blurred. is there a way to set the screen resolution and the window/fullscreen resolution to a certain value other than pressing F several times, such as.a lua command in the main.lua ? =20 3.At what time do you plan to further explain the engine settings listed in 3.10 of the reference, or the other way round, can you shed some light on what these settings do? =20 4.It's said you plan to remove pipmak.saveequirect which imho speeds up the hotspot generation to minutes. Will this be replaced with something equally usefull? =20 5.How does the engine decide on the viewdirection when linking from a hotspot to the next node? =20 And some wild wishes for the future development of the engine would be: =20 Sound. Eventsounds (and background Soundloops as well) would add 200% percent value to all pipmak projects. A Soundobject with linked Sounds i would like best.=20 =20 Flash. Do you see any chance of using .swf files for animation, as panels or even an interface between actionscript and lua code? I know this is a really wild one...but Flash and Actionscript are capable of many things that are veeery useful in game production... =20 Video. Any way to diplay Video from within pipmak would be great. =20 Thanks for giving us such a great tool =20 Thomas=20 =20 |
From: Christian W. <cwa...@gm...> - 2006-05-16 16:09:53
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Wenzler, Thomas wrote: > Dear developers That would be "developer", at the current time :) > While reading the Reference, some questions poped up to my mind: > > 1.since pipmak.setviewdirection() is a global state, can it be deleted > or set back to default or do i have to set it from the first use to the > end of the project? I think you're misunderstanding something (which probably means I didn't explain it properly in the reference). The viewing direction (English speakers, any better word for this? My dictionary says "line of sight" for German "Blickrichtung", but that doesn't sound appropriate to me.) is what you change by looking around you in a panorama. The numbers you give to pipmak.setviewdirection() are the spherical coordinates of the point on the panorama that you want to see in the middle of the screen. You can call that function any time you like, but usually you only need to do it when you go from a slide to a panorama. The default is 0,0 (i.e. looking north and horizontal). (It just occurs to me that there should probably be a "getviewdirection" function as well. Added to the To Do list.) > 2.pipmak.setfullscreen() sets the window to fullscreen at whatever the > current resolution of the window was, That's not true. It uses the next bigger (or same) resolution if the argument ("smaller") is false or absent, or the next smaller resolution if it is true. Of course, this isn't explained in the reference yet, so I can't blame you. so images even when rendered with > 1024x1024 look blurred. is there a way to set the screen resolution and > the window/fullscreen resolution to a certain value other than pressing > F several times, such as/.a lua command in the main.lua /? No, but something better than the current awkward handling of resolution switching is planned: item 6 on the To Do list (http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/To%20Do.txt?view=markup). > 3.At what time do you plan to further explain the engine settings listed > in 3.10 of the reference, or the other way round, can you shed some > light on what these settings do? Uhm... when I feel like it? :) Or when a contributor feels like it? Seriously, I don't have a plan any stricter than "sooner or later". By asking about it, you just increased the likelihood that it will happen sooner rather than later. After all, point 3 on the To Do list is "Write documentation". :) What you're supposed to do until that day (apart from asking here) is search for these functions in the demo project or in Pipmak's internal nodes and see how they're used. For these specific functions, it's mostly the latter - they're the ones used by many of the key commands listed on the preliminary "Preferences" screen. Have a look at the default keydown handler in defaults.lua in the "Pipmak Resources" ZIP archive (assuming you're on Linux or Windows), or at <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/resources/resources/defaults.lua?view=markup>. It's in the pipmak_internal.loadmain function, search for "function(key)". Here's a short synopsis (mostly off the top of my head, so some details might be incorrect): - getmousemode/setmousemode: returns/takes either pipmak.joystick or pipmak.direct. This is what you switch between using the M or shift keys. Joystick means free mouse, drag to pan; direct means mouse fixed in the middle of the screen, immediate panning. - setwindowed: go to a 640x480 window (from fullscreen or a window of a different size) (W key). - setfullscreen: see above (F & D keys). - screensize: size in pixels of the current window or fullscreen mode. - getinterpolation/setinterpolation: switches on and off bilinear interpolation (I key). - getshowcontrols/setshowcontrols: shows or hides controls and patches - hotspots solid, handles striped, patch corners (C key). - getjoystickspeed/setjoystickspeed: gets/sets how fast panning is in joystick mode. Panning speed (degrees/second) is proportional to dragged distance (pixels), this is the proportionality constant in degrees/(s*px) (1 & 2 keys). - getverticalfov/setverticalfov: zoom in or out in a panorama. Sets the vertical field of view in degrees, the default is 45 (Z & X keys). > 4.It's said you plan to remove pipmak.saveequirect which imho speeds up > the hotspot generation to minutes. Will this be replaced with something > equally usefull? That's up to you to decide, but I hope so... it will be replaced by direct painting of the hotspots in Pipmak. In fact, this is already semi-functional and you can try it if you like: On a panorama that already has some hotspots, call pipmak_internal.tool(2) to bring up the brush tool and paint away. Press the option/alt key or call pipmak_internal.tool(3) to select the eyedropper tool to pick up another color (hotspot number). Pan using the right mouse button (or using shift to switch to direct mode). pipmak_internal.tool(0) brings you back to the hand tool. Currently, your paintings aren't saved, you can't change the brush size (without recompiling), and it only works on panoramas. There's also an item on the To Do list to implement cubic hotspot maps, which are easier to create externally for cubic panoramas, but that's not a high priority at the moment. > 5.How does the engine decide on the viewdirection when linking from a > hotspot to the next node? Not at all. It just uses the same direction as before. That's usually OK for panorama-to-panorama transitions, if not (e.g. on slide-to-panorama transitions) use pipmak.setviewdirection(). See e.g. node 13 in the demo project. > And some wild wishes for the future development of the engine would be: > > Sound. Eventsounds (and background Soundloops as well) would add 200% > percent value to all pipmak projects. I'm actually working on this. The next release will have sound, although it'll only support a single file format (Ogg Vorbis) for the time being. If you're adventurous, you can try a Subversion checkout, most things should already work there. > Flash. Do you see any chance of using .swf files for animation, as > panels or even an interface between actionscript and lua code? I know > this is a really wild one...but Flash and Actionscript are capable of > many things that are veeery useful in game production... Hmm, I don't know much about Flash. I suspect that it would be a bit too heavy-weight for Pipmak. Is there a platform-independent open-source implementation of it, anyway? > Video. Any way to diplay Video from within pipmak would be great. Sure. That's planned for the future, though no concrete work has been done on it yet. Thanks for your interest! Those were good questions. Getting feedback on which parts of the reference need most work is useful. -Christian |
From: Wenzler, T. <we...@st...> - 2006-05-17 12:41:33
|
=20 "Christian Walther" <cwa...@gm...> schrieb im Newsbeitrag news:e4csu4$duq$1...@se...... > Wenzler, Thomas wrote: >> Dear developers >=20 > That would be "developer", at the current time :) >=20 Dear Christian, :-) >> While reading the Reference, some questions poped up to my mind: >>=20 >> 1.since pipmak.setviewdirection() is a global state, can it be deleted=20 >> or set back to default or do i have to set it from the first use to the=20 >> end of the project? >=20 > I think you're misunderstanding something (which probably means I didn't=20 > explain it properly in the reference). The viewing direction (English=20 > speakers, any better word for this? My dictionary says "line of sight" > for German "Blickrichtung", but that doesn't sound appropriate to me.) > is what you change by looking around you in a panorama. The numbers you=20 > give to pipmak.setviewdirection() are the spherical coordinates of the > point on the panorama that you want to see in the middle of the screen.=20 > You can call that function any time you like, but usually you only need=20 > to do it when you go from a slide to a panorama. The default is 0,0=20 > (i.e. looking north and horizontal). =20 I was asking this because most of the time stepping from node to node was done correctly with some exception where i was "turned around" facing the node i left...well, I guess i will play around with setviewdirection a bit.... >=20 > (It just occurs to me that there should probably be a "getviewdirection"=20 > function as well. Added to the To Do list.) >=20 >> 2.pipmak.setfullscreen() sets the window to fullscreen at whatever the=20 >> current resolution of the window was, >=20 > That's not true. It uses the next bigger (or same) resolution if the=20 > argument ("smaller") is false or absent, or the next smaller resolution=20 > if it is true. Of course, this isn't explained in the reference yet, so=20 > I can't blame you. >=20 > so images even when rendered with >> 1024x1024 look blurred. is there a way to set the screen resolution and=20 >> the window/fullscreen resolution to a certain value other than pressing=20 >> F several times, such as/.a lua command in the main.lua /? >=20 > No, but something better than the current awkward handling of resolution=20 > switching is planned: item 6 on the To Do list=20 > (http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/To%20Do.txt? view=3Dmarkup <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/To%20Do.txt? view=3Dmarkup> ). =20 That was a worthy piece of information to start from, thank you. >=20 >> 3.At what time do you plan to further explain the engine settings listed=20 >> in 3.10 of the reference, or the other way round, can you shed some=20 >> light on what these settings do? >=20 > Uhm... when I feel like it? :) Or when a contributor feels like it?=20 > Seriously, I don't have a plan any stricter than "sooner or later". By > asking about it, you just increased the likelihood that it will happen > sooner rather than later. After all, point 3 on the To Do list is "Write=20 > documentation". :) >=20 > What you're supposed to do until that day (apart from asking here) is=20 > search for these functions in the demo project or in Pipmak's internal > nodes and see how they're used. For these specific functions, it's=20 > mostly the latter - they're the ones used by many of the key commands=20 > listed on the preliminary "Preferences" screen. Have a look at the=20 > default keydown handler in defaults.lua in the "Pipmak Resources" ZIP=20 > archive (assuming you're on Linux or Windows), or at=20 > <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/resources/re sources/defaults.lua?view=3Dmarkup <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/resources/re sources/defaults.lua?view=3Dmarkup> >.=20 > It's in the pipmak_internal.loadmain function, search for "function(key)". >=20 > Here's a short synopsis (mostly off the top of my head, so some details=20 > might be incorrect): >=20 > - getmousemode/setmousemode: returns/takes either pipmak.joystick or=20 > pipmak.direct. This is what you switch between using the M or shift=20 > keys. Joystick means free mouse, drag to pan; direct means mouse fixed > in the middle of the screen, immediate panning. >=20 > - setwindowed: go to a 640x480 window (from fullscreen or a window of a=20 > different size) (W key). >=20 > - setfullscreen: see above (F & D keys). >=20 > - screensize: size in pixels of the current window or fullscreen mode. >=20 > - getinterpolation/setinterpolation: switches on and off bilinear=20 > interpolation (I key). >=20 > - getshowcontrols/setshowcontrols: shows or hides controls and patches -=20 > hotspots solid, handles striped, patch corners (C key). >=20 > - getjoystickspeed/setjoystickspeed: gets/sets how fast panning is in=20 > joystick mode. Panning speed (degrees/second) is proportional to dragged=20 > distance (pixels), this is the proportionality constant in=20 > degrees/(s*px) (1 & 2 keys). >=20 > - getverticalfov/setverticalfov: zoom in or out in a panorama. Sets the=20 > vertical field of view in degrees, the default is 45 (Z & X keys). >=20 =20 Great, you saved me browsing a lot of lua files, i owe you another hour ;-) =20 >> 4.It's said you plan to remove pipmak.saveequirect which imho speeds up=20 >> the hotspot generation to minutes. Will this be replaced with something=20 >> equally usefull? >=20 > That's up to you to decide, but I hope so... it will be replaced by=20 > direct painting of the hotspots in Pipmak. In fact, this is already=20 > semi-functional and you can try it if you like: On a panorama that=20 > already has some hotspots, call pipmak_internal.tool(2) to bring up the=20 > brush tool and paint away. Press the option/alt key or call=20 > pipmak_internal.tool(3) to select the eyedropper tool to pick up another=20 > color (hotspot number). Pan using the right mouse button (or using shift=20 > to switch to direct mode). pipmak_internal.tool(0) brings you back to=20 > the hand tool. Currently, your paintings aren't saved, you can't change=20 > the brush size (without recompiling), and it only works on panoramas. >=20 =20 That's indeed great news... Btw. Can these functions be supressed for delivery of a finished project?(I#m still far from shipping something but who knows...*g*) > There's also an item on the To Do list to implement cubic hotspot maps,=20 > which are easier to create externally for cubic panoramas, but that's=20 > not a high priority at the moment. >=20 >> 5.How does the engine decide on the viewdirection when linking from a >> hotspot to the next node? >=20 > Not at all. It just uses the same direction as before. That's usually OK=20 > for panorama-to-panorama transitions, if not (e.g. on slide-to-panorama=20 > transitions) use pipmak.setviewdirection(). See e.g. node 13 in the demo=20 > project. =20 thanks for the hint. >=20 >> And some wild wishes for the future development of the engine would be: >>=20 >> Sound. Eventsounds (and background Soundloops as well) would add 200% >> percent value to all pipmak projects. >=20 > I'm actually working on this. The next release will have sound, although=20 > it'll only support a single file format (Ogg Vorbis) for the time being.=20 > If you're adventurous, you can try a Subversion checkout, most things=20 > should already work there. =20 I guess I'll wait for the next update.But good to know so I cann look up Ogg Vorbis in the meantime.... >=20 >> Flash. Do you see any chance of using .swf files for animation, as=20 >> panels or even an interface between actionscript and lua code? I know >> this is a really wild one...but Flash and Actionscript are capable of >> many things that are veeery useful in game production... >=20 > Hmm, I don't know much about Flash. I suspect that it would be a bit too=20 > heavy-weight for Pipmak. Is there a platform-independent open-source=20 > implementation of it, anyway? =20 Sorry for myself dreaming away.....I use to spent 95% of my working schedule with multimedia projects in flash, so i thought about giving it a shot, hehe.... >=20 >> Video. Any way to diplay Video from within pipmak would be great. >=20 > Sure. That's planned for the future, though no concrete work has been=20 > done on it yet. =20 >=20 >=20 > Thanks for your interest! Those were good questions. Getting feedback on=20 > which parts of the reference need most work is useful. >=20 > -Christian >=20 >=20 >=20 > ------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 <http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 12164 2>=20 =20 |
From: Christian W. <cwa...@gm...> - 2006-05-17 14:30:34
|
Wenzler, Thomas wrote: > I was asking this because most of the time stepping from node to node > was done correctly with some exception where i was "turned around" > facing the node i left... The easiest explanation for this would be that you messed up the order of the cube faces. If not, it sounds like a bug, and if you can reproduce it, I'd appreciate a minimal example so I can have a look at it. >> What you're supposed to do until that day (apart from asking here) is >> search for these functions in the demo project or in Pipmak's internal >> nodes and see how they're used. >> ... > > Great, you saved me browsing a lot of lua files, i owe you another hour ;-) Then you're not using the right tools. :) Use grep or TextWrangler's multi-file search or some similar text search tool, and you know which files to look at in seconds. >> direct painting of the hotspots in Pipmak. >> ... pipmak_internal.tool(2) ... > > Btw. Can these functions be supressed for delivery of a finished > project?(I#m still far from shipping something but who knows...*g*) I once thought about providing a runtime-only version of Pipmak without any editing features, but since there aren't any (completed) editing features yet, that idea isn't really relevant yet. I'm not sure it's even necessary - the resources (disk and memory) taken up by unused editing features are likely negligible compared to the resources used by the game itself, and having two different versions of Pipmak floating around has potential for confusion. Why would you want to do that, anyway? You can't prevent your users from messing with the game's resources if they really want - they're all readily accessible in the project anyway. Of course, in a finished product, you're supposed to override the default keydown handler that invokes all the debugging features like the Lua command line. (The plan is to eventually replace all those key commands with a graphical interface - then you'd override the entry point to that interface, whatever it may be.) > I guess I'll wait for the next update.But good to know so I cann look up > Ogg Vorbis in the meantime.... <http://vorbis.com/>. It's just a lossy sound compression format like MP3, but free of any royalty or patent issues. It's supported by many modern audio applications, e.g. <http://audacity.sourceforge.net/>. -Christian |
From: Thomas <we...@st...> - 2006-05-17 15:40:21
|
thanks again for your quick and comprehensive replies, christian, and i found my misunderstanding regarding the facing inside a node, which i posted to the list as a rendering tip(new thread). i had several cameras set up each facing to another direction so image 1 of each node was facing to a different azimuth. on fullscreen switching i am not really sure if i got this sorted out jet: currently i write setfullscreen() 3 times in a row to have my testproject running in a resolution of 1024x768, but i feel stupid doing so ;-, as I#m not sure what will happen if i test this on other screens with a different resolution... but anyway, thanks for now Thomas |
From: Christian W. <cwa...@gm...> - 2006-05-17 18:56:14
|
Thomas wrote: > on fullscreen switching i am not really sure if i got this sorted out jet: > currently i write setfullscreen() 3 times in a row to have my testproject > running in a resolution of 1024x768, but i feel stupid doing so ;-, as I#m not > sure what will happen if i test this on other screens with a different > resolution... That's the closest thing you can do at the moment. It will go to the 3rd bigger available resolution, which may or may not be 1024x768 (it's 896x600 here - I have 640x480, 720x480, 800x600, 896x600, ...). Awkward, I know, but that's just the way it is until someone changes it (this is an open source project - everyone is invited to implement a better solution, such as the one sketched on the To Do list!). The feature wasn't meant to be used in this way - the intention was that you just provide a way to the user to increase and decrease the resolution, like the default keydown handler does. -Christian |