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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #2926  
Old 2011-12-02, 15:17
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there were no FLUID nor FLTK libs on the server ... I added it
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  #2927  
Old 2011-12-02, 15:57
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Quote:
Originally Posted by David View Post
there were no FLUID nor FLTK libs on the server ... I added it
Oops... I forgot to commit them yesterday, when you asked me to do so .

EDIT: You should update your tortoise. I can`t CO with the new one (which I`m using, it seems that they`ve changed some things).
Code:
Working copy 'C:\ART & 3D Projects\LSA\GAME\libs\win\fltk-1.3.0' is too old
 (format 10, created by Subversion 1.6)
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  #2928  
Old 2011-12-02, 16:12
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you have to delete fltk-1-3-0, the full folder. Same for trunk/fluid. And then update
The 2 zip file I comited yesterday had some .svn folders in it, creating a big mess.
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Last edited by David; 2011-12-02 at 16:17.
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  #2929  
Old 2011-12-02, 16:14
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I added some dlls too in fluid folder, so that you can run without mingw installed
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  #2930  
Old 2011-12-03, 00:07
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I made two menus for the spotlights and the omni lights. I also found out some materials about displaying .pngs in preview boxes, but there seems to be a problem within the FLTK png library itself, it keeps giving me errors, while compiling :/ .
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  #2931  
Old 2011-12-03, 14:53
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Will take a look on your work on monday
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  #2932  
Old 2011-12-05, 02:52
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I guess you wanted to say linking errors rather than compiling error ?
Libraries weren't loading in right order. I attached the correct order.
I could run the GUI just fine and browse PNGs, good work ! The PNGs are showing in both your window and the poping browse window.
Attached Thumbnails
Click image for larger version

Name:	Libraries_fltk.jpg‎
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Size:	35.0 KB
ID:	9003  
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  #2933  
Old 2011-12-05, 14:18
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The only thing left is to make the integrated browser work, instead of using the FLTK chooser.
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  #2934  
Old 2011-12-05, 21:55
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David, I`ve noticed that when I hit "Build & run", codeblocks only compiles the code, but does not execute it. I have to browse manually to the compiled executable and start it. Any ideas how can I fix this?
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  #2935  
Old 2011-12-05, 22:18
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are you sure the project has built correctly ? Look at build messages, or try to delete the binary and see if it's created again.
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  #2936  
Old 2011-12-06, 00:28
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It happens with all projects. Yes, they`re building correctly and new executables appear, after deleting the old ones and building again. However, this is a minor concern, right now, I`ve got bigger problem. The browse & preview feature is driving me crazy, I can`t make it work, after adding it to the particle properties window. Activating the browse feature, and displaying the FLTK chooser works fine, but in the minute I click somewhere in the browser, the application crashes. I can`t find where`s the problem . I`ve uploaded it to the repo, could you take a look?
However, I wasn`t able to put all the features, through FLUID, so I was forced to modify the code manually in codeblocks, so I didn`t upload the .fl file.
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  #2937  
Old 2011-12-06, 00:32
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let's talk about it
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  #2938  
Old 2011-12-06, 00:43
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comment this line on prtcls_properties_3.cxx line 58
// w->label(name);

code can't be edited manually, we won't go nowhere this way ...

Hey, I could show the scene on a FLTK window, with shaders, so there's some hope the whole thing can work
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  #2939  
Old 2011-12-06, 00:50
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I found out what`s the problem. It works now ^_^.

Quote:
Originally Posted by David View Post
code can't be edited manually, we won't go nowhere this way ...
Well, if you tell me how the hell I could make FLUID to accept code, without adding function block, I`ll fix the problem with the manual work.
I need to add

Code:
int arg(int, char **argv, int &i){
  if (argv[i][1] == '8') {dvisual = 1; i++; return 1;}
  return 0;
}
before the main function and as long as I see, there`s no way to add it.


EDIT: And what`s that all about the "No!No!" with the manual editing? It`s still FLTK, no third party code. The problem is that the FLUID is not as flexible as it should be.

Last edited by Horadrim; 2011-12-06 at 01:12.
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  #2940  
Old 2011-12-06, 13:11
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Each time you change something in the FLUID interface and generate new code, you will have to write the manual part again and again.

Now we have separated FL files, but they have to be in a single one. So keep in mind the FL will be modified all the time, same for output source code.

Instead, create a separate cpp file with a header, and point to this header in the FLUID tree by adding a #include line. It's best to have main function separated too.
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  #2941  
Old 2011-12-06, 13:18
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try to load "scene window.exe"
You should see same as viewer but in a FLTK window. You can only scroll with sliders, and it's only experimental.
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  #2942  
Old 2011-12-06, 17:21
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Any ideas how can I deal with the hardcoded pictograms? They shouldn`t be like this, you know.
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  #2943  
Old 2011-12-06, 18:23
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I don't understand your question ...
You mean they should be loaded as PNGs instead of being defined by an array of characters in the source ? In this case no idea.

Would be amazing if you find a way to group all the interfaces into one, with windows popping maybe on pressing a button for the moment, later in will be on right cliking the object.

Also for the particle interface, I don't see what is "dot" shape. And how can you setup begin/end colors to textured particles ?
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  #2944  
Old 2011-12-06, 19:23
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You understood it correctly . It`s space consuming and ridiculous to have them as array. I could group them, it`s not very hard to do. I could even make some more stuff, we just need to synchronize how we should call each window. I was also thinking to make a menu for custom keys assignment.
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  #2945  
Old 2011-12-07, 12:29
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"Scene view.exe" now let you pan with MMB, zoom with wheel, and select with LMB. Picking has been revised, there were something wrong since a long time. For the moment it seems that it works correctly if you don't resize the window.
Also added a choice widget that lets you select which rendering pass has to be shown.
Next step is keyboard handling
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  #2946  
Old 2011-12-07, 13:21
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Quote:
Originally Posted by David View Post
For the moment it seems that it works correctly if you don't resize the window.


Quote:
Originally Posted by David View Post
Next step is keyboard handling
I guess this is the point to start using variables for the keyboard commands, so I could make a tool for custom key assignment.

EDIT: Some quick questions. Is it possible to create a selectable list with the objects in the current scene? It`ll be enormously useful, if you could select specific object by it`s name. Also, what about moving the XYZ info that shows each object`s location, to input boxes, so we could type in precise coordinates at will?

Last edited by Horadrim; 2011-12-07 at 13:33.
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  #2947  
Old 2011-12-08, 13:29
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I'm OK for the coord thing
Showing models in a list need managing a bit, like updating it while append/delete objects, but it's possible
Check the new binary, I added a menu and status bar. Select a model to see what it does
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  #2948  
Old 2011-12-08, 15:34
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Any screenshots?

Where could I see what you guys been doing? Can't wait to have a cool interface.
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  #2949  
Old 2011-12-08, 15:40
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well it's on the repo ...
"trunk/sceen window.exe"
There's a hidden window, the particle editor, I will try to make it popup while pressing right button on a model.
I noticed PNG doesn't show anymore ? Would be nice to display only particles folder, no need to browse to my mind. Particles should be grouped.
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  #2950  
Old 2011-12-09, 00:04
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The .PNGs should load now. I found out why the pictograms are getting hard coded. It seems that if one wishes to use image directly in FLUID, it should be pixmap. Since I`m planning to make some more pictograms (even uploaded three for the tools - move, rotate and scale), I was thinking to make a list with all pictograms and include it in the source, so they could be loaded, instead of getting hard coded. About the coordinates - what about using spinners, like in the properties menus? It`ll be more quick and easy to set precise coordinate, instead of typing in. Also - Why not putting the main tools in a bar at the top of the open_gl viewport, so they could be easy accessible (when putting the pictograms, they`ll be even quick recognizable), instead of hiding them in menus? All tools and other stuff could be in one click distance at the top of the window. The FLUID widget bin is a good example, small buttons, tidy, no menus. Every buttons has nice pictogram and caption when the cursor is over, so all functions are quickly recognizable.
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