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User talk:Geyser: Difference between revisions

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→‎Adding files to DAT: vertex normals etc
m (→‎Adding files to DAT: vertex normals etc)
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:::(and if they're all OFF, of course you get 0 = "nothing")
:::(and if they're all OFF, of course you get 0 = "nothing")
::But ''you'' make it seem like the only valid ("possible") values are 0, 1, 2, 4, 8, etc.
::But ''you'' make it seem like the only valid ("possible") values are 0, 1, 2, 4, 8, etc.
:::(which is what is misleading: there's only 1, 2, 4, 8, etc; each one of those is either ON or OFF)
:::(which is what is misleading: the only options are 1, 2, 4, 8, etc; each one of those options is either ON or OFF)
::In other words, you're giving "everything OFF" too much of a special status. It's... yes, misleading.
::In other words, your list gives "everything OFF" too much of a special status. It's... yes, misleading.


:IDXA and VCRA (and PNTA, even) are generic: they get interpreted in different ways depending on where they're linked to ''from''.
:IDXA and VCRA (and PNTA, even) are generic: they get interpreted in different ways depending on where they're linked to ''from''.
:In particular, the parsing of the first IDXA (faces) is non-trivial and highly specific (see OniRip's source).
:In particular, the parsing of the first IDXA is non-trivial and highly specific (see the source for Pierre's OniRip).
::(when you say "That's clear.", could you be more precise? are you sure you understand what face goes where and why?)
::(when you say "That's clear.", could you be more precise? are you sure you understand what face goes where and why?)
:Actually, the high bit denotes, ''in this specific case'', the first vertex of a "strip": they're ''not'' triangles.
:Actually, the high bit denotes, ''in this specific case'', the first vertex of a "strip": they're ''not'' triangles.
::(and in other cases, the high bit will mean something completely different)
::(and in other cases, the high bit will mean something completely different)
:Knowledge about IDXA etc should be detailed specifically to the resources that link to them.
:Knowledge about IDXA etc should be detailed specifically to the resources that link to them: for example, the M3GM.
::Look at your [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm werte.htm] again? See how all the generic sub-resources of an M3GM are connected? They don't make the same sense when considered out of the M3GM's context...
::Look at your [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm werte.htm] again. See how all the generic sub-resources of an M3GM are connected? They simply don't make the same sense when considered out of the M3GM's context...
:That's why I say M3GM is not "done": because [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm THIS] is missing knowledge relative to ''M3GM'', ''not'' VCRA or IDXA...
:That's why I say M3GM is not "done": because [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm THIS] is missing knowledge relative to ''M3GM'', ''not'' VCRA or IDXA...
::Sometimes the hierarchy is crucial, i.e., you have to consider a file together with its children.
::Sometimes the hierarchy is crucial, i.e., you have to consider a file together with its children/parents.


:I'm surprised your page doesn't include a listing of the TXCA. How can you be sure it's irrelevant?
:I'm surprised your page doesn't include a listing of the TXCA. How can you be sure it's irrelevant?
::As for the first VCRA: they are vertex normals (basically, averages of the face normals for the adjacent faces).
:::Oni (OpenGL) uses them for [http://en.wikipedia.org/wiki/Gouraud_shading Gouraud shading].
:As I told you above, the first IDXA lists triangles not one by one but as strips.
::The second IDXA then groups the triangles (sub-elements of the strips) into bigger faces.
:::The TXCA and the second VCRA refer to those big faces, which can be quads or even more complex groups.
:I'm not sure why so many entries are necessary for the PNTA and the first VCRA. To fix vertex lighting?
::Gouraud will only look nice for rather smooth objects, such as a head; err, for Konoko's head, actually, it's rather ugly
:::And it's totally unadapted for box-shaped objects, which are ''supposed'' to appear square, not smooth.
:I'd expect there to be a flag somewhere that turns Gouraud on and off.
::If there's none, then vertex shading will indeed have to be "fixed" for angular geometry.
:::Which means more PNTA and VCRA for a door than "needed" for a smooth "cube"... Almost stupid.
:Having a little look at that (and at [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation quaternions], too)...


:Before you resume your update of the OBD pages, could you give me a list of field types you'll be putting in there? Maybe we should discuss those a little bit. That was what I suggested when I "told you to stop". A exhaustive list of data types will be useful for OUP, too (new struct def format, patching engine...).
:Before you resume your update of the OBD pages, could you give me a list of field types you'll be putting in there? Maybe we should discuss those a little bit. That was what I suggested when I "told you to stop". A exhaustive list of data types will be useful for OUP, too (new struct def format, patching engine...).