Author Topic: solidFRAME v1.0b released  (Read 16084 times)

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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #15 on: December 03, 2012, 06:57:56 am »
That sounds really cool, tr1p1ea o.o

Offline Spenceboy98

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Re: solidFRAME v1.0b released
« Reply #16 on: December 03, 2012, 08:29:15 pm »
Thanks guys :).

Spenceboy98: Do you need help making some stuff in Blender? Are you trying to add or subtract vertices/faces?

You can use the 'Decimate' modifier to reduce faces/vertices of a mesh?

I'm getting this error now:
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Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #17 on: December 03, 2012, 08:32:09 pm »
What syntax are you using? Does your model have less than 256 vertices AND less than 256 faces?

Are you able to send me a copy of the model to test?
« Last Edit: December 03, 2012, 08:39:02 pm by tr1p1ea »
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Offline Spenceboy98

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Re: solidFRAME v1.0b released
« Reply #18 on: December 03, 2012, 08:48:29 pm »
I changed it and it gives the same with this prompt error:
Code: [Select]
Unhandled Exception: System.FormatException: Input string was not in a correct f
ormat.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffe
r& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo in
fo)
   at objConv.Program.Main(String[] args)
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Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #19 on: December 03, 2012, 08:55:43 pm »
What exactly are you typing when running it?

The utility doesnt have much in the way of error checking so you have to be careful how you use it.
« Last Edit: December 03, 2012, 08:57:06 pm by tr1p1ea »
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Offline Spenceboy98

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Re: solidFRAME v1.0b released
« Reply #20 on: December 03, 2012, 09:02:47 pm »
What exactly are you typing when running it?

The utility doesnt have much in the way of error checking so you have to be careful how you use it.

I'm typing
Code: [Select]
objconv.exe -x Hand2.obj HAND.8xp
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Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #21 on: December 03, 2012, 09:50:39 pm »
Your OBJ file needed to be scaled and the materials needed to be reoganised. I have converted it by hand since i dont have blender but you lost all of your materials in this test.

You can get the .8xp from here: http://www.tr1p1ea.net/files/downloads/

That being said at 254 polygons, its going to be slow! (maybe ... MAYBE 3fps). You should be able to recreate this model with a small fraction of the polygons.
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #22 on: December 04, 2012, 09:07:52 am »
Ooh, but can we get a screenie? Since that is pushing the program about to the limit, it would be interesting to see what it looks like.

Offline Matrefeytontias

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Re: solidFRAME v1.0b released
« Reply #23 on: December 04, 2012, 12:59:03 pm »
+1 for Xeda, that's quite interesting :D

Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #24 on: December 04, 2012, 03:45:08 pm »
Well im afraid there isnt a whole lot to see at the moment, i had to reset the materials in the model. Here is a screenie which doesnt show much really:



Note that this has more than both the Mario and Dark Link head models combined, The details for this model are mostly made up of redundant triangles.

In most cases the same model can be made with a LOT less polygons than normal without affecting the on-calc quality.
« Last Edit: December 04, 2012, 03:47:32 pm by tr1p1ea »
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #25 on: December 04, 2012, 03:49:01 pm »
Ah, I see. But still, knowing that there are around one or two bazillion triangles, that is a decent speed. I imagine 40 to 100 triangles would give the hand decent detail on that scale, too. Would 40 triangles render at about 12 to 16 frames per second?

Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #26 on: December 04, 2012, 04:21:50 pm »
Yeah it should range between 12-16 fps with around 40 triangles, depending on how many vertices there are also (if there are lots of shared vertices then the speed should be better).

Here is an xwing test model that is 34 triangles and runs at ~18.5fps:

« Last Edit: December 04, 2012, 04:25:26 pm by tr1p1ea »
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #27 on: December 04, 2012, 04:31:03 pm »
haha, really cool o.o Is this going to have documentation for using this as an engine at some point? It would be cool to have a program that contains a larger number of vertices and edges that it can basically feed portions of to this. I think we might be able to get some decent 3D RPGs this way. About how much memory does it take up to define 256 triangles?

Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #28 on: December 04, 2012, 04:40:49 pm »
Sure thing! I had plans on turning the engine into a lib that can be accessed by other programs so that people can make use of the 3D routines. (xLIB3D anyone? lolol just kidding :))

This will have to happen after i have at least fixed the back-face culling and implemented polygon clipping (which will unfortunately be a little speed hit :S).

This is a demo with 9 cubes (12 polygons each, so 108 triangles for the 'world') all translated into 16-bit space, running at around 17fps with free movement. I have a basic 'level-of-detail' system running where the number of polygons processed for any particular 'model' is dependent on its distance from the camera. This gives a bit of a speed boost and should allow for more complex scenes:

« Last Edit: December 04, 2012, 04:42:01 pm by tr1p1ea »
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #29 on: December 04, 2012, 04:46:58 pm »
Sure thing! I had plans on turning the engine into a lib that can be accessed by other programs so that people can make use of the 3D routines. (xLIB3D anyone? lolol just kidding :))
I think you should do this :D My thoughts were to make just a simple tilemap, but have each tile be a 3D object. (I spent almost all of last night thinking of how awesome this would be with an RPG). Basically, this would help make RPGs that can have different vantage points that can be moved from birds-eye to some other angle (like ground view :D) I think you could totally make an xLIB 3D and have a command for a 3D tilemap !

EDIT: Regardless, I might try to come up with some way to let BASIC programs use this.