Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 16.May 2014, 12:00

Hi guys

I understand your wishes but sorry it is too much time for me. I works on my freetime on wz4 and as you everyone I don't have unlimited amount of time, and a developpment activity need it a lot. I also work on other dev projects that require time too. Working on werkkzeug code is not so easy at begining as there is no support and no documentation and dive into the wz3 code to fix bug and release new features will need a lot of investments. I will also be honest with you, I don't use wz3, so it is difficult for me to works on this project without having a good knowledge of how to use it and without getting any advantages.

I hope a programmer will be interested to work for wz3, I'm agree that it has its own advantages over wz4.

However, I'm aware to try to port some wz3 features to wz4 if it is possible.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby nikitos75 » Friday, 16.May 2014, 12:12

Ikam said: However, I'm aware to try to port some wz3 features to wz4 if it is possible!
YEeessss!!!
Ikam, is it possible to port limb and walk ops as it is in wz3?
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby CybeREX » Friday, 16.May 2014, 18:01

I pretty like that we can upgrade wz4 tool with wz3 futures, than we have several different demotool with it's advantage and disadvantage. And for ikam I see it's better to code in wz4, he alredy stydy wz4 code, than start learn wz3 code.
PS. Like for example: with different lightning in wz3 and wz4, I describe what I want to get and ikam do it in wz4 :D
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 16.May 2014, 18:20

So, if possible to make WZ4 add (or replace) to modlight op 8 lights with unlimited count of add lights button!!!
Cecond wish in wz4 is possibility to multiply these modlights


unlimited number of light is a bad idea, because of performance issues and morehover actual engine conception needs a limit to build the array of lights, but I think I can upgrade actual 8 limit, says to 16 or 32 (if I remember well wz3 is limited to 16 lights too).

I'm agree that multiplying and transforming light like in wz3 will be nice, I think it should be possible to do that.
Maybe a good solution is to keep the actual situation and add a new light operator says "ModSingleLight" that can be transformed and multiplied.
Another way is to modify the actual modlight operator and to add a multiply option parameter for each light...


Ikam, is it possible to port limb and walk ops as it is in wz3?

Don't know, I need to study wz3 to show how it works. if I remember correctly, it seems that wz4 has bones. Deform, bonetrain, bonevibrate operators seems to works with that. So it should be possible to add some bones animation features for meshes.

Relative to mesh animation, what I would like to do is to add a new animated mesh format, like fbx.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 16.May 2014, 18:46

1) I vote for the ModSingleLight concept! It should be transformable and multipliable like any other model. Thank you!
2) I vote for the .dae format. FBX seems less popular with freeware apps. What do you think?
Edit: On the other hand, do what you think easier to implement in wz4 ;)
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby nikitos75 » Friday, 16.May 2014, 19:21

I vote for the ModSingleLight concept too!))
But upgrading to 16 lights in "old" modlight is must have too, imho))
Thanx Ikam for that!!!)))
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Friday, 16.May 2014, 19:32

16 lights - far too many for a single model imho. Unnecessary. Single light Multiply will solve your problem.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby CybeREX » Friday, 16.May 2014, 19:40

I see it like add new operator single light with Multiply options and transforms, but as Skinnytorus says, do it easy way for your code.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Friday, 16.May 2014, 21:10

16 lights - far too many for a single model imho. Unnecessary. Single light Multiply will solve your problem.


Yes As Skinnytorus said and maybe you don't know, there is an important notion of light env :

Current 8 lights are per scene model, grouped by light environment. But you can have 16 light envirnoment at the same time, so you can technically show 8*16 (128) lights in a world (all you scenes seen by camera).

here an example.

PS: in building this example I found a bug that prevents to have 8 lights working correctly at same time, so I put in the example only 7 lights per modlight, I'll try to fix that.

Try to move lights in this example to show how it works :)
Attachments
wz4_lights.wz4
(24.16 KiB) Downloaded 193 times
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Saturday, 17.May 2014, 05:30

That's right. Thanks a lot. So, what about the ModSingleLight?
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Saturday, 17.May 2014, 06:12

Why not but in fact only a multiply light operator will be intersting no ?
And however Multiplied light will also be limited to env light number (8)...

A mecanism of duplicate light to another env light can be intersting too.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Saturday, 17.May 2014, 07:10

OK. Consider this:
1) you would like to create a road with lamp-posts or a corridor going away from camera on z axis. I would like to be able to multiply (copy) each post and the piece of the road/corridor it lights. Now you can't do that. Lights can't transform and multiply together with associated meshes...

2) you would like to create a circular array of lights. You can't do that now without some sort of voodoo magic ...

That's why I'm advocating for free single light transforms.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby nikitos75 » Saturday, 17.May 2014, 07:45

I completely agree skinnytorus! He just said what I want to say.
So, if I have some large single scene and I must array some lights over it?
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby ikam » Saturday, 17.May 2014, 07:54

yes because lights are not actually transformed by transform or multipliy scene operators.
I'll see if these operator can affect light transformation.

ps : i just fixed bug with 8 lights at same time.
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Re: Werkkzeug 3 VS Werkkzeug 4 (Texture generator)

Postby Skinnytorus » Saturday, 17.May 2014, 08:11

Great. I think they should be transformable as soon as they belong to Render class (except scale?). As far as I can see they are given individual transforms on purpose.
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