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Medusa / Darkspace / Resourcer questions |
Reek Havoc *XO* Cadet Interstellar Cultural Confederation United
Joined: June 23, 2005 Posts: 327 From: Philadelphia
| Posted: 2009-07-27 12:36  
Now that the source is released is there any documentation or example .prt or .rsr files one can use to familiarize themselves with using the resourcer?
We had some other questions around compiling the source in the web.sln project as well.
A big thanks to Shigernafy who already helped us on some resourcer questions! Thanks Shig!
Anyone wanting access to our dev servers directly to help with our little project should contact Reek or Nukey.
Richard/Faust - if you need a CSV mirror or Sourcesafe for the DS code to be hosted on let meknow and I would be happy to set up a mirror for it and host it free of charge.
-RH
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-Shadowalker-™ Cadet Galactic Navy
Joined: September 23, 2007 Posts: 709 From: Shadows
| Posted: 2009-07-31 21:30  
Im taking proramming class for the next 4 years in highchool, ive been trying for along time now to do exactly what you are trying to do now but I just dont have enough experiance or the reasources and school still dosent start for a while. I was hoping I could learn from either any staff or you.
Ive tried making replicas of models ships from ds in places like google sketch-up but with no avail. I tried using blender to make renders yet again to the same ending. I had the reasource once just, and now i cant seem to find it. If I could become like an apprentice I would be greatfull happy.
Ive leraned a bit of LUA and C++ but ive started to scratch the surface and thats all i have, no java or shockwave, but i also have much experiance in HTML.
If I could be apart of you project and learn from you, thats basically what im asking. Any response form Faustus whould be nice too.
[ This Message was edited by: -Shadowalker- on 2009-07-31 21:31 ]
[ This Message was edited by: -Shadowalker- on 2009-07-31 21:32 ]
[ This Message was edited by: -Shadowalker- on 2009-07-31 23:13 ]
[ This Message was edited by: ~Shadowalker~ (demon prohpet) on 2009-08-02 20:00 ]
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Reek Havoc *XO* Cadet Interstellar Cultural Confederation United
Joined: June 23, 2005 Posts: 327 From: Philadelphia
| Posted: 2009-08-02 20:14  
Happy to give you an account on the box. I want this to be a learning experience for all. What Nukey and I really need is some example and help with the resourcer. Shig got us off the ground with it so far and we have a ship design made but need help understanding the resource system itself. Faust, if you're out there give us a hand please.
-RH
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DarkSpace: ICCU (Fleet tag: =ICC=) is always recruiting ICC pilots! (/clan join =ICC=)
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-Shadowalker-™ Cadet Galactic Navy
Joined: September 23, 2007 Posts: 709 From: Shadows
| Posted: 2009-08-03 10:18  
Thankyou havoc, im eager to get into th loop. Although im not going to rush you as i know that somethings take time.
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Faustus Cadet Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2009-08-03 14:13  
Sorry for the delayed response...
Basically, you'll need 2 directories ... one for the .prt files, which you should treat as the "Source for All your game assets", then a 2nd directory for the .wob files, which is the data that is cooked and loaded by the client/server applications.
basically, the job of the Resource is to compile from prt and write out the wob files.... to create a .prt file, just drag and drop an asset such as a .jpg or .wav into the Resourcer window and the tool will import the asset and make a .prt file from it...
This used to work for .max files... I've started work on the collada import for Resourcer, but haven't completed that work yet... if someone takes a look at NodeCompelxMeshPort you will see the framework for the collada importer.
-F
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Reek Havoc *XO* Cadet Interstellar Cultural Confederation United
Joined: June 23, 2005 Posts: 327 From: Philadelphia
| Posted: 2009-08-05 17:41  
Quote:
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On 2009-08-03 14:13, Faustus wrote:
Sorry for the delayed response...
Basically, you'll need 2 directories ... one for the .prt files, which you should treat as the "Source for All your game assets", then a 2nd directory for the .wob files, which is the data that is cooked and loaded by the client/server applications.
basically, the job of the Resource is to compile from prt and write out the wob files.... to create a .prt file, just drag and drop an asset such as a .jpg or .wav into the Resourcer window and the tool will import the asset and make a .prt file from it...
This used to work for .max files... I've started work on the collada import for Resourcer, but haven't completed that work yet... if someone takes a look at NodeCompelxMeshPort you will see the framework for the collada importer.
-F
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Can you give us a sample .prt and .rsr file to work with or some sample assets? I am getting a lot of errors when starting the resourcer itself although it compiles without error it can't seem to find some of the .dll files it needs even though they do exist. I'd love to pick your brain more too on some other things, would it be possible to set up a live meeting or conference call with you on my dime?
-RH
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DarkSpace: ICCU (Fleet tag: =ICC=) is always recruiting ICC pilots! (/clan join =ICC=)
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-Shadowalker-™ Cadet Galactic Navy
Joined: September 23, 2007 Posts: 709 From: Shadows
| Posted: 2009-08-05 20:53  
I'ed love to join you although if you do vent or something with voice i cant participate, mainly because i dotn have a headset. But if you do something like here in DS in the palestar lobby ied be happy to join you if time alows me, if this is okay with you reek.
I hope i dont ask to much of either of you but this is high on my priority list of things for me to do.
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JBud Cadet
Joined: February 26, 2008 Posts: 1900 From: Behind you.
| Posted: 2009-09-24 20:34  
Quote:
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On 2009-08-03 14:13, Faustus wrote:
This used to work for .max files... I've started work on the collada import for Resourcer, but haven't completed that work yet... if someone takes a look at NodeCompelxMeshPort you will see the framework for the collada importer.
-F
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After taking a look I noticed that you do have LightWave somewhat implemented... It seems to load up the mesh for most lightwave models just fine, though it does not import the textures properly... however this can be useful, just get a lightwave exporter for 3dsmax and you have a working model importer...
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