Confusion and problem about dynamic items import

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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Confusion and problem about dynamic items import

Post by TitiShu »

When trying to import a dynamic object that use ingame materials.

In the "MeshParams.xml" if I put (Dynamic like it's said in the documentation)

Code: Select all

<MeshParams Scale="1" Collection="Storm" MeshType="Dynamic">
	<Materials>
		<Material Name="Platform" Link="Platform" />
		<Material Name="Lights" Link="Lights" />
	</Materials>
</MeshParams>
I've this error in the importer :

Code: Select all

invalid MeshType value :Dynamic

So the old Dyna value seems to work :

Code: Select all

<MeshParams Scale="1" Collection="Storm" MeshType="Dyna">
	<Materials>
		<Material Name="Platform" Link="Platform" />
		<Material Name="Lights" Link="Lights" />
	</Materials>
</MeshParams>
But now i've this error about the materials

Code: Select all

Material link not found in lib : platform
But when i import this item as static there is no problem with materials...
So are ingames materials different betwen Dynamic and Static or it's an importer bug ?

_________________________

Other problem : when I try to use the HitShape value in the "Item.xml" and that i've already import a shape (with static meshtype value) the importer can't find the shape file


Here is the sources files : https://www.dropbox.com/s/023nq7m1jkswa2a/PickUp.zip
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Nadeo
Nadeo
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Joined: 14 Jun 2010, 17:28

Re: Confusion and problem about dynamic items import

Post by Fix »

Ingame (blocks) materials are all static. excepted, there is a Platform_Dyna used for the rotor rotating blades.
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: Confusion and problem about dynamic items import

Post by TitiShu »

If i import the mesh as static and item as dynamic its possible to use ingame materials for dynamics... on the new SpeedBall ball I've used some materials (platform and lights) and it works pretty well

Doe this limitation come from the materials that use world space uv (if i'm right)???
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Confusion and problem about dynamic items import

Post by Fix »

I can't explain everything exactly, it's Luckyboy's domain, but static shaders use UV2+Lightmap for ambient shading/lightning, and dynamic ones get their ambient color elsewhere. And I'm sure there are other differences, such as primitive packing, tangents storage/reading and stuff I don't understand :p
Some shaders have a dynamic conterpart, some others don't.
World Texture coordinates materials (a planar from top or from sides) wouldn't work becasue the coordinates depends on the position of the object => the texture will not move with the object.
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TitiShu
Posts: 372
Joined: 27 Feb 2012, 23:31
Location: Belgique

Re: Confusion and problem about dynamic items import

Post by TitiShu »

This is exactly what i tought, hehe... thank's for the explanation...

so there is no real problem about using static shaders (ex: platform)... :D nice
OS:Windows 8.1 x64
CPU: i5 2500k
RAM: 2x4Go G.Skill Ares
GPU: MSI GTX570
Board: Asus P8Z68-V LX
HDD: WD Green + WD Black
SSD: Crucial M4 64Go
Sound: Realtek (onboard)
Peripherals: Mouse G700 - Keyboard G19 - Headset Roccat Kave
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Confusion and problem about dynamic items import

Post by Fix »

Well, I wouldn't say no real problems =)
You need to check the rendering of your items in all qualities/moods/lighting situations to be sure the artefacts are not annoying.
You're also taking the risk, by using a hack, that later, if the engine receives optimizations / modifications, the result will no longer be acceptable / supported.
Personnaly, I think it's better to stick to supported things whenever possible, it's more robust for the long term.

My personal experience is : You always pay a hack one day, when you're making things for the long term.
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