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Thanks for testing that.
Hm, ok, then it might not be newton. I guess we need to buy Leopard to sort out the problems. But so you can still try iGame3D I have uploaded the universal binary build of the player application to
http://www.igame3d.de/player.zip

You can download it from there and put it into /ig3d_mac_xcode/build/Development

Do you have the folder /ig3d_mac_xcode/Data ?

If not, you should cd into ig3d_mac_xcode and checkout the Data folder from svn into it.

Now you should be able to run this player in the Development folder. (Without the Data folder it will launch and present a grey window only).

Good luck!

Tobi

chrimo Wrote:
Result:
download, extract, double click xcode.project-file, build and run...

The earth rotates very fast !

What now ?

Christian

Tobi Wrote:
Hm, ok, then it might not be newton. I guess we need to buy Leopard to sort out the problems. But so you can still try iGame3D I have uploaded the universal binary build of the player application to
http://www.igame3d.de/player.zip
[quote=chrimo]
Result:
download, extract, double click xcode.project-file, build and run...

The earth rotates very fast !


Hi Tobi,

your precompiled Player works out of the box with Leopard !!!

I got your "hello work" just this moment :-)
This will be a very nice startup point for more test :-)

Thanks a lot for excellent support

Bye
Christian

Great! At least it runs under Leopard, getting it to build with new xcode should be straightforward once we upgrade.

Be sure to check out the iFly, FPS and SquigLand levels in the player ;-)
W,A,S,D keys and mouse are used to control them.

Have fun

Quote:
Hi Tobi,

your precompiled Player works out of the box with Leopard !!!

I got your "hello work" just this moment :-)
This will be a very nice startup point for more test :-)

Thanks a lot for excellent support

Bye
Christian

Hi Tobi,

what does this mean in detail ? Isn't the svn checkout enough ?

While playing around I have some more questions:

1. how can I open/run own scripts with your player (cmd line or open requester) ?
Currently, I have just patched the default "game script.lua" inside the Player.app for my tests...
2. Are these demo-snipsets  available as downloadable scripts ?

Thanks for more input :-)

Bye
Christian

chrimo Wrote:
What format is used for the moving object?


The model format for non-static objects is WTF.
iGame3D can import 3DS, OBJ, and LWO files and export the WTF file.

We also have a WTF exporter for AC3D, which I think supports the Lego format.
We have another exporter for Blender, but I believe it may not support textures.

chrimo Wrote:
Are png's OK for the static objects (bricks for the wall) ?

For a simple fast approach, you may want to use modified clones of the WTF files "square" and "cube"

Square.wtf can be thought of as a sprite.
Its four corners, 2 polygons, 1 face, it can be solid, mobile, and you can make an unknown amount of equally controllable clones.

Lets look inside this file at its Materials properties.
I'm going to comment some data but normally thats not in a WTF file.
I also removed OpenGL's extra zero's.

Code:
#Materials: -- here's the header to search for in a WTF
1 -- number of materials on this object
acmat_0 -- the material name..this model came from ac3d
13 -- number of properties the material has
smooth=0
color=1.0,1.0,1.0,1.0
ambient=0.20,0.20,0.20,1.0
diffuse=0.80,0.80,0.80,0.80
specular=0.0,0.0,0.0,1.0
shininess=0.0
emission=1.0,1.0,1.0,1.0
blend=1
wire=0.0
depth=1
-- Just modify a path at these lines to change textures. 
texture=1,Data/Images/BrickRoomLarge_wtf.png
texture=2,Data/Images/cloud.png
lux=true
2
1,0,3,1.0,0.0,0.0,0.0,0.0,1.0
3,2,1,0.0,1.0,1.0,1.0,1.0,0.0


This material currently has 2 textures, it can have more or less.

Let your imagination go wild with the uses of a flat plane wooo!

The cube is probably best to deal with, you can place it without worrying about its open behind, and scale it to meet various thicknesses.

Its texture can be replaced easily in a text editor or with scripts as well.
I'll dig for a scripting example of textures to amend this with.

MAGIC!
but very confusing for a 3D-rookie ;-)

After some more tries, I have to ask for more details...

I see the "Lego-NXT-Sim" at the horizon

Thanks for all this input
Bye
Christian

chrimo Wrote:
While playing around I have some more questions:
1. how can I open/run own scripts with your player (cmd line or open requester) ?
Currently I have just patches the default "game script.lua"


Add a folder inside "Data/Levels/" create your script and call it "load script.lua"
When you launch the current player it will show up in the list, just click to test, you can hide some of those other level folders to make the list shorter.
don't hide level "default", that makes the list of levels

You could also have a load script that simply loads one or many scripts from the Scripts folder as well. I tend to break the load scripts down into digestible smaller scripts, and then tell the load script to load all those files.

You could also redirect the game script.lua to open your level instead of level "default" .. this is the line you change for that.

Code:
if game_func==nil then loadLevel("Data/Levels/default") end


I don't like file requesters, I usually make lists that can load the available levels or models with a click or a drag. I'm not sure how far I got with that in MurgaLua last summer, looks like whatever I did I broke at some point.

There are two .sh files in the Data/Scripts/ folder, thats about as close as we've been to launching igame3d via a terminal window. I monkeyed with that for a bit, but didn't find it particularly useful. iGame3D feeds errors output to console.app, so you'll want that open from time to time to see where if things go wrong.

For a command line in the player, hit Command T after you open the program.
"Command I" creates an inspector window.

chrimo Wrote:
2. Are these demo-snipsets  available as downloadable scripts ?


You mean what I posted in the thread?
Here  they are as level folders and load scripts.

You'll find the background color script is in "ig3d_mac_xcode/Data/Fluid/background_color"

There's plenty of scripts in the Data folder to check out, especially in "/Data/Scripts/Functions/", these are used by most of the current levels available.

Also The Fluid folder is full of UI scripts, that I stopped working on as I was missing something important that ties them all together, still don't know what that is.

Hope that explained some things.

The SVN checkout  should be fine, if you also grab the extra Data directory.
iFly and the other demos are in the levels folder of that, the source with binary alone are pretty much a blank slate as far as content goes.
Not sure what Tobi uploaded for you to test, its probably everything you need.

There is some new documentation that Tobi just posted as well
Particles instructions
Materials instructions
More scripting docs coming up soon.

[edit--added script snippet link]

Hi all my supporters,

that's really much stuff to learn ;-)
I think, I'll post my experiences after first success...

Millions thanks for your excelent support

Bye
Christian
Ah, good to see Bill came up with one of his magic huge posts Smile

Just to be sure:

Chris, did you checkout both the "ig3d_mac_xcode" module and the "Data" module?
If not, you need to checkout the Data module so that it is a sub-directory of ig3d_mac_xcode Wink
I've checked out just one single url and I got the following content:

main directory:
igame3dsource

Folder:
Data

Content:
Emitters Images WTF
Exporters Levels game script.lua
Fluid Scripts ogame script.lua
FontPngs Shaders oogame script.lua
Help Sounds testarmybuilder.xml
Icons Users

Folder:
ig3d_mac_xcode
...

Folder:
ig3d_win_mingw
...


Is this enough or do I need more ?

Christian
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