News upto 2007
Oct 17, 2006
Working with entities is not that easy as you can get lost between entity id's and physical entity id's. At least for me it was not always clear on what id's I have been working on. To set this straight I added an article in the mangalore section about entity id's, how you can use them, where you can get them from and where entity id's are cross referenced in the physics and entity management systems.
Aug 06, 2006
Played around with the mangalore code in the spare time. In short you will have to adjust some code if you want a game which needs to persist your instanced entities (dynamically created) which are not loaded from the world database. For details on entities have a look here. As the Mangalore code has now been fully integrated in the subversion source tracking of the open source community I would not be surprised if the download for the vanilla radonlabs sdk including mangalore is not working anymore. But I would suggest using the open source code anyway as it has received some fixes and contributions in the last days. Extending mangalore has proved to be quite easy, you can get a very simple prototype up and running withing a week if the art assets are all present. Next topic I will concentrate on and write about on this site will be the 3D gui used in mangalore which is a bit different form the one used in nebula or presented in the cegui contribution.
Mar 10, 2006
It's been a long time since the last update but I have been busy with the Radonlabs Mangalore Framework, exporter stuff and some Wow to Nebula conversion. Some of my efforts, especially the nmax contrib module port to the Radonlabs Nebula release, can be now found in the nmax section. Some of the stuff I also promissed a long time ago now also starts showing up on the website. Some ready to use models for the radonlabs Nebula release. You can grab them from the new models section in Nebula. I poked around in the radonlabs SDK from december 2005 and decided to use it including the mangalore part for project2. Yes, I'm still working on it. The models are part of the already created content. The Radonlabs code differs some bit from the comunity relase. This was the main part keeping me from posting any content so far. The string handling is based on unsigned shorts, which absolutely blow the shader script generation used in the nmax module. In addition the code from RL still relies on euler rotations and not quaternions. The shaders have some differences from the ones in the community cvs but using the normal exporters will create the correct syntax. One big catch is DO NOT EXPORT colors for the RL release in your meshes :-) It's funny to click an error box in each render frame....
Some other stuff I am involved in at the moment is consulting for a hobby Mass Multiplayer Online Game on the engine part. At the moment we are down to decide between choosing torque from garagegames as this is the engine for quick wins in logic and level design, and planeshift as this is already a online game engine with most features developped and settled. The drawbacks of torque is its limited (not to say the least) support of out of the box zoning. The drawback in planeshift is the non intuitive logic design. If we are settled you will find a new section in here for sure. Until then enjoy the models and happy gaming !
Jul 01, 2005
Added an importer for World of Warcraft models into the diverse section. At the moment my Nebula2 exporter is under some serious changes, as the ODE scripting I use will have a different binding. So the free models will have to wait at the moment.
Jan 19, 2005
Last months I have been modelling and expanding the export script for Nebula. The ODE integration is not as good as I expected. There seem to be problems with triangle meshes, no matter how many parameters you tweak. A simple test with a complex bowl mesh and a sphere rolling over it creates strange results with penetrating meshes. The documentation and examples for physics integration into nebula is not as good as my time permits so I will concentrate work on the Torque engine but keep my models ready for both nebula and torque. On the whole the contributed work for nebula does not seem to be used a lot so the releases for nebula will be unsupported from now on. Only thing I will be working on from time to time is the nebula exporter for gmax. Next month I will open up a download section for models for nebula and torque so stay tuned.
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WoW Importer for Max
|The World of Warcraft tool for 3D Studio has been updated. It now converts model files from WoW Client version 2.x (upto 2.7) and displays correct animations for multi mesh models. The script can be found here.... |
|If you ever wanted some more details on the nebula2 nGUI System you can find it in the nGUI System article. |
Mangalore entity ID's
|If you need information about the mangalore entity ID usage have a look here.. |
|Added a new section about the mangalore game framework from radonlabs. The section contains some articles about my experience with mangalore. Read more here: |
|Finally some free models for the Radonlabs SDK. You can download them here. ||