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User talk:EdT: Difference between revisions

double reply to Irritatscen ^_^
(I interject, your Honor!)
(double reply to Irritatscen ^_^)
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:Perhaps the best way around it is to let OniSplit autogenerate normals (there's a -normals tag now).
:Perhaps the best way around it is to let OniSplit autogenerate normals (there's a -normals tag now).
::[[User:Geyser|geyser]] 19:39, 8 May 2008 (CEST)
::[[User:Geyser|geyser]] 19:39, 8 May 2008 (CEST)
:Iritscen, '''shapeshifter''' is totally redundant of the DevMode. Maybe you used to have problems with Shift+F8 because of the Shift key not being bound or something. Anyway, glad it works for you now. One thing, though. There's no reason why the "double shapeshifter" should ignore 0, so you may want to double-check that. As a matter of fact Oni doesn't care about anything being "even" there, and it ''just'' acts as if you kept pressing F8 twice in a row. So I kinda doubt your report about 0, sorry.
:By "patience" I merely meant that you could have avoided "We demand details!". I ''know'' it's not serious, but ''you'' know I hate that crap. You don't need to fake enthusiasm like that, and if it's not faked, then you have a problem ^_^
:As for your suggestion about "yadayada_Final", you don't really know what you're talking about. The "_Final" the engine used to check for is supposed to come ''right after'' the "level#" sequence, and '''level0_yadayada_Final''', for example, is ''not'' a "_Final" name (neither is '''level0_Final_yadayada''')
:The 16 can't be changed easily, or else we (me and the ''expert hacker'' I represent) wouldn't have been so alarmed/pessimistic about it. We ''do'' know where it is, but if it wasn't for the lucky fact that the 16 is somehow ignored, you would have had to load and play Oni one "act" at a time, most likely.
::[[User:Geyser|geyser]] 20:16, 8 May 2008 (CEST)
:::Sorry to interject, but I didn't realize that OniSplit could generate normals. They're smoothed? Also, is it at all possible that the Mac does not have the same limitation as the PC version? It could even be a difference in the width of the variable that is declared, on the Mac vs. the PC. Just throwing that out there. --[[User:Iritscen|Iritscen]] 19:51, 8 May 2008 (CEST)
:::Sorry to interject, but I didn't realize that OniSplit could generate normals. They're smoothed? Also, is it at all possible that the Mac does not have the same limitation as the PC version? It could even be a difference in the width of the variable that is declared, on the Mac vs. the PC. Just throwing that out there. --[[User:Iritscen|Iritscen]] 19:51, 8 May 2008 (CEST)
:The -normals option was requested (by me) some time ago, but only appeared in the latest not-quite-release of OniSplit (0.9.9). It only works for TRBS right now, and still needs some checking.
:These normals are totally smooth and "angle-based": the vertex normal is a weigthed sum of the normals of all adjacent faces, the weight being the angle of every face's corner at that vertex. This weighting provides much more accurate normals than an unweighted sum, and hence better-looking Gouraud shading and environment mapping.
:As for the limitation, it is of course different on PC and on Mac. On PC, there's no 16 anywhere to see: we can have 512 .dat files in GDF at Oni startup and 64 can be loaded simultaneously. The 64 limit is apparently the same on every version, but the 512 limit is a 16 on Mac and PC demo, apparently ignored (so, no limit?).
::[[User:Geyser|geyser]] 20:16, 8 May 2008 (CEST)