Closed wzdev-ci closed 12 years ago
Berg commented
TCmask pie files are default flag +10000 so you could maybe tell loader to ignore them the pie files are the same as flag 200, 220
Berg commented
QWZM shows pies in reverse left to right from how game shows them> note you cant see the gen or tank on that because its behand the connector window thats not how it shows in game
Berg uploaded file Screenshot-1.png
(215.3 KiB)
qwzm screenshout note tank behind connector window this is reverse to game
Berg commented
note too pie files list connector co-ord the last too numbers are reverse to points co-ords
Safety0ff edited the issue description
Safety0ff commented
Replying to Warzone2100/old-trac-import#1763 (comment:6):
note too pie files list connector co-ord the last too numbers are reverse to points co-ords Added.
Safety0ff commented
There seems to be a bug where if you load a PIE and press "Animate" and then load the blderik.wzm, some parts of the derik aren't shown ( the parts that move,) until you press animate twice, or wait it out.
Berg commented
Berg> Safety0ff: if you added a help button to UI could you make it show a text page with list options on it or functions?
Berg commented
on Loading model pie default view shows model facing backwards left to right is correct ..model needs flipping front to back only
Safety0ff uploaded file qwzm.diff
(79.2 KiB)
Preliminary patch (unfinished, see known issues)
Safety0ff commented
(In [10729]) QWZM: -Added experimental PIE export. -Added experimental PIE 3 import. -Merged PIE and WZM opening into one dialog. -Fixed ambiguous shortcuts. -Single mesh display. -Turned on alpha blending (for textures with alpha.) -Improved (but not removed,) use of hardcoded paths for texture finding. -Fixed some memory leaks. -Way less potential program exits. -Disabled (i.e. grayed out) buttons that don't currently do anything. -Fixed some warnings.
Possibly other stuff, and probably new bugs. ;P Refs #1763
Emdek uploaded file qwzmui.diff
(56.2 KiB)
Some (mainly) UI improvements...
Emdek commented
Above patch adds Help menu, about dialogs, changes animation and connectors dialogs into dock widgets, adds support for saving and restoring window state etc.
I'm planning to add list of last used projects, make file dialogs remember last used directory, add missing combo box for connector type (which values it should contain?), some other small improvements.
Git SVN Gateway gateway@... commented
(In https://github.com/Warzone2100/warzone2100/commit/f146e9c0446b33b9dd11880368e02d1c0b9bdf9b) QWZM: -Added experimental PIE export. -Added experimental PIE 3 import. -Merged PIE and WZM opening into one dialog. -Fixed ambiguous shortcuts. -Single mesh display. -Turned on alpha blending (for textures with alpha.) -Improved (but not removed,) use of hardcoded paths for texture finding. -Fixed some memory leaks. -Way less potential program exits. -Disabled (i.e. grayed out) buttons that don't currently do anything. -Fixed some warnings.
Possibly other stuff, and probably new bugs. ;P Refs #1763
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10729 4a71c877-e1ca-e34f-864e-861f7616d084
Safety0ff uploaded file qwzmflipx2.diff
(1.7 KiB)
Safety0ff edited the issue description
Safety0ff commented
(In [10740]) QWZM: Apply UI improvement patch by Emdek. Modifications I made to it: -Fixed the mesh selection issue in the patch. -Witheld renaming the program (needs more discussion,) and changed version string. Refs #1763.
Safety0ff commented
There are big problems with the way animation is handled, to prevent it from crashing, I have added some bounds checking to psMesh->currentFrame (more on this later.)
Safety0ff edited the issue description
Safety0ff commented
To be able to save/update the connectors we just need to update the connectors in the model with the connectors in the QStandardItemModel when necessary.
Safety0ff uploaded file qhex.diff
(1.2 KiB)
Small fix for qhexbox and pieexport.ui
Git SVN Gateway gateway@... commented
(In https://github.com/Warzone2100/warzone2100/commit/2c08757b1c8c5ecdda80f43da82bb9ad987e6b96) QWZM: Apply UI improvement patch by Emdek. Modifications I made to it: -Fixed the mesh selection issue in the patch. -Witheld renaming the program (needs more discussion,) and changed version string. Refs #1763.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10740 4a71c877-e1ca-e34f-864e-861f7616d084
Safety0ff uploaded file qwzmreview.diff
(10.0 KiB)
Safety0ff commented
(In [10748]) QWZM: -Reviewed loadPIE and savePIE functions. -Improved documentation of savePIE function. -Added bounds checking to prevent currentFrame being an invalid value. Refs #1763.
MaNGusT commented
will the "import .3ds" option be added in a future or will we still use blender to convert models from 3ds max? P.S. .Obj sucks. P.S.2 sometimes I think that it would be easier to write a "3ds max script" for 3ds max than use various programs to get working model.
Git SVN Gateway gateway@... commented
(In https://github.com/Warzone2100/warzone2100/commit/dfdb3430649139c2078e7f9f7dc7a54ff114d213) QWZM: -Reviewed loadPIE and savePIE functions. -Improved documentation of savePIE function. -Added bounds checking to prevent currentFrame being an invalid value. Refs #1763.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10748 4a71c877-e1ca-e34f-864e-861f7616d084
Safety0ff commented
Replying to Warzone2100/old-trac-import#1763 (comment:16):
will the "import *.3ds" option be added in a future or will we still use blender to convert models from 3ds max?
P.S. *.Obj sucks.
P.S.2 sometimes I think that it would be easier to write a "3ds max script" for 3ds max than use various programs to get working model. 3DS import already works, other than changing the ui for scaling and getting textures for .3ds, I don't know what else you'd want/need.
P.S. I actually opened your models from your thread when I was exploring it early on. Since I didn't have your textures I used an empty texture image from blender.
Seeing as it now has PIE export you could use it to make PIE's ( note that all poly's would be triangles.)
Emdek uploaded file qwzmui2.diff
(98.1 KiB)
Lots of renaming, recent files menu, merge open and import dialogs, remember last used directory etc.
Safety0ff commented
That patch doesn't apply cleanly, it seems you've forgotten to svn add some of the files/folders.
Also, we will be using lowercase filenames.
I don't see any advantage to putting the .ui's in a seperate directory either.
Safety0ff edited the issue description
MaNGusT commented
Replying to [comment:17 Safety0ff]:
3DS import already works, other than changing the ui for scaling and getting textures for .3ds, I don't know what else you'd want/need.
P.S. I actually opened your models from your thread when I was exploring it early on. Since I didn't have your textures I used an empty texture image from blender.
Seeing as it now has PIE export you could use it to make PIE's ( note that all poly's would be triangles.)
1)I need the "scale" option for a models. Also, scale for x,y,z axises separately. because models in 3ds max are too big when I export them. 2)I need to rotate and move a models. 3)convenient texture animation editor/option? 4)Also would be nice to have the compiled .exe with the latest updates for testing.
Emdek commented
Replying to [comment:20 MaNGusT]:
4)Also would be nice to have the compiled .exe with the latest updates for testing. But who could compile them each time? ;-) It's really simple to DIY, just download needed stuff (SDK: http://qt.nokia.com/downloads), open project file in Qt Creator and click Run icon, nothing more. I guess that it would be 287 MB option, so not very big amount to download (but extremely compressed so needs more space for install).
Emdek uploaded file qwzmui3.diff
(50.2 KiB)
Lots of renaming, recent files menu, merge open and import dialogs, remember last used directory, textures path as setting, add namespace, add delegate for connector type etc. Warning: needs some renaming to work
Emdek commented
List of files to rename after applying qwzmui3.diff:
qwzm.(h|cpp) -> MainWindow.(h|cpp)
qhexspinbox.h -> HexSpinBoxWidget.h
wzmglwidget.(h|cpp) -> OpenGLWidget.(h|cpp)
qwzm.ui -> ui/MainWindow.ui
pieexport.ui -> ui/PieExportDialog.ui
Safety0ff commented
Replying to [comment:20 MaNGusT]:
1)I need the "scale" option for a models. Also, scale for x,y,z axises separately. because models in 3ds max are too big when I export them.
2)I need to rotate and move a models.
3)convenient texture animation editor/option?
4)Also would be nice to have the compiled .exe with the latest updates for testing.
1) I have plans for a scaling option, though I didn't think about seperate x,y,z scaling.
2) Done.
3) Sounds reasonable to have at least one editor to edit this in WZM models. :)
4) I don't think it is in "testing stage" yet, note that if you want to follow Emdek's instructions you'll also need to get libQGLViewer ( http://www.libqglviewer.com/download.html )
MaNGusT commented
Guys... I'm a 3d modeller I'm not a programmer. It's too hard to me...
Emdek commented
Replying to [comment:24 MaNGusT]:
Guys... I'm a 3d modeller I'm not a programmer. It's too hard to me... You don't need to be a programmer to do that, you only need to follow these steps and in case of problems ask what to do. ;-)
Safety0ff edited the issue description
Berg commented
Feature request the name of what file is loaded on the top bar of qwzm so cryptic pie names can be seen.
Berg commented
Could you add the config file to trunk files its missing
Git SVN Gateway gateway@... commented
In https://github.com/Warzone2100/warzone2100/commit/f146e9c0446b33b9dd11880368e02d1c0b9bdf9b:
#CommitTicketReference repository="" revision="f146e9c0446b33b9dd11880368e02d1c0b9bdf9b"
QWZM:
-Added experimental PIE export.
-Added experimental PIE 3 import.
-Merged PIE and WZM opening into one dialog.
-Fixed ambiguous shortcuts.
-Single mesh display.
-Turned on alpha blending (for textures with alpha.)
-Improved (but not removed,) use of hardcoded paths for texture finding.
-Fixed some memory leaks.
-Way less potential program exits.
-Disabled (i.e. grayed out) buttons that don't currently do anything.
-Fixed some warnings.
Possibly other stuff, and probably new bugs. ;P
Refs #1763
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10729 4a71c877-e1ca-e34f-864e-861f7616d084
Git SVN Gateway gateway@... commented
In https://github.com/Warzone2100/warzone2100/commit/2c08757b1c8c5ecdda80f43da82bb9ad987e6b96:
#CommitTicketReference repository="" revision="2c08757b1c8c5ecdda80f43da82bb9ad987e6b96"
QWZM: Apply UI improvement patch by Emdek.
Modifications I made to it:
-Fixed the mesh selection issue in the patch.
-Witheld renaming the program (needs more discussion,) and changed version string.
Refs #1763.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10740 4a71c877-e1ca-e34f-864e-861f7616d084
Git SVN Gateway gateway@... commented
In https://github.com/Warzone2100/warzone2100/commit/dfdb3430649139c2078e7f9f7dc7a54ff114d213:
#CommitTicketReference repository="" revision="dfdb3430649139c2078e7f9f7dc7a54ff114d213"
QWZM:
-Reviewed loadPIE and savePIE functions.
-Improved documentation of savePIE function.
-Added bounds checking to prevent currentFrame being an invalid value.
Refs #1763.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10748 4a71c877-e1ca-e34f-864e-861f7616d084
Safety0ff changed resolution from ` to
wontfix`
Safety0ff changed status from new
to closed
resolution_wontfix
type_to-do (no feature requests!)
| by Safety0ffThis ticket is to keep track of what I have left to do and so people can add bugs that I might have missed.
What has been done so far:
-PIE export.
-Merged PIE and WZM opening into one dialog
-Ability to open PIE 3's.
-Ability to display single meshes.
-Turned on blending (improves transparency in textures.)
-Fixed some memory leaks.
-Add a dialog to select which pie version to save as, and relevant options (flags.)
-Persistent setting for default texture path to remove all hardcoded paths. (In Emdek's patch)
WIP:
-OO WZM class.
-Handle textures with Qt (removes libpng dep.)
-OBJ import.
-TCMask shader and fixed pipeline functions.
-Finish the tools.
-Use QGLViewer's frames for mouse based animation path editing.
Planned:
-Add scaled grids to give in-game scale.
-Import dialogs for 3DS and OBJ.
-Fix/complete add/remove connector/frame.
-Connector visualisation (coloured pyramid shaped indicators?)
-Make the connector coordinates match those shown in the viewport.
-ANI saving/loading.
Issue migrated from trac:1763 at 2022-04-15 21:51:01 -0700