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RWX Viewer (Community)
RWX Viewer // CommunityfoxmccloudOct 15, 2001, 2:21pm
Hi all ! It's been a long time i haven't read / posted here, i've been too
busy lately Anyway I just wanted to say that i had grown tired of having to go to AW each time i want to test a rwx object, so i started writing a quick rwx viewer in opengl yesterday... it already reads quite a few rwx, so it shouldnt take too long to complete, a few days probably... I'll distribute the C++ source too if anyone is interested. RWX scripting is well documented on the web (thanks a lot eep, andras, whoever made the AW help file and probably others i'm forgetting, your pages were really helpful to get info on all the rwx commands), but there remains a few obscure points that i hope some of you object building specialists (which i'm not) could maybe explain :) - how do joints work? i mean, what does the joint transformation matrix affect? i haven't found any info about that. RotateJoint, JointTransformBegin and JointTransformEnd are neither stated in the list of supported RWX Commands nor unsupported commands in the AW help files... are they supported ? Is this what's used to put together avatar's clumps? - does vertex numbering restart to 1 at the beginning of each clump or are the vertex numbers global to an object ? - does AW support the normal optional argument to the vertex command? - does the RandomUVs command take an On/Off parameter? - do OpacityFix and RandomUVs commands affect the whole object or just part of it? - does the Polygon RWX command support only convex polygons, or any polygon? - does AW support the RGB versions of Ambient and Diffuse commands? - How do you do axis alignment in opengl? lol Thanks, i hope that's not too much questions... lol... if you know the answer to at least one of these questions or can point me to a website where there are details about them, please answer this thread :) Fox Mc Cloud andrasOct 15, 2001, 2:52pm
inline....
[View Quote] I am interested:) > > RWX scripting is well documented on the web (thanks a lot eep, andras, > whoever made the AW help file and probably others i'm forgetting, your pages > were really helpful to get info on all the rwx commands), but there remains > a few obscure points that i hope some of you object building specialists > (which i'm not) could maybe explain :) > > - how do joints work? i mean, what does the joint transformation matrix > affect? i haven't found any info about that. RotateJoint, > JointTransformBegin and JointTransformEnd are neither stated in the list of > supported RWX Commands nor unsupported commands in the AW help files... are > they supported ? Is this what's used to put together avatar's clumps? > - does vertex numbering restart to 1 at the beginning of each clump or are > the vertex numbers global to an object ? each clumpbegin/protobegin restarts the vertex numbering. > - does AW support the normal optional argument to the vertex command? Vertexext is not generating an error but has no any implementation. OTOH the prelight argument is proprietary for AW. > - does the RandomUVs command take an On/Off parameter? It should! > - do OpacityFix and RandomUVs commands affect the whole object or just part > of it? > - does the Polygon RWX command support only convex polygons, or any polygon? Any polygons. > - does AW support the RGB versions of Ambient and Diffuse commands? No. > - How do you do axis alignment in opengl? lol Dunno :)) > > Thanks, i hope that's not too much questions... lol... if you know the > answer to at least one of these questions or can point me to a website where > there are details about them, please answer this thread :) > > Fox Mc Cloud I'm happy to provide the source code of the "reggen" utility which would help you IMO (has a full transformation matrix implementation done). Just drop me an email. Good luck! Andras goober kingOct 15, 2001, 2:54pm
You're probably better off asking the worldbuilders NG people. They
should know what's what :) [View Quote] > Hi all ! It's been a long time i haven't read / posted here, i've been too > busy lately > Anyway I just wanted to say that i had grown tired of having to go to AW > each time i want to test a rwx object, so i started writing a quick rwx > viewer in opengl yesterday... it already reads quite a few rwx, so it > shouldnt take too long to complete, a few days probably... > I'll distribute the C++ source too if anyone is interested. > > RWX scripting is well documented on the web (thanks a lot eep, andras, > whoever made the AW help file and probably others i'm forgetting, your pages > were really helpful to get info on all the rwx commands), but there remains > a few obscure points that i hope some of you object building specialists > (which i'm not) could maybe explain :) > > - how do joints work? i mean, what does the joint transformation matrix > affect? i haven't found any info about that. RotateJoint, > JointTransformBegin and JointTransformEnd are neither stated in the list of > supported RWX Commands nor unsupported commands in the AW help files... are > they supported ? Is this what's used to put together avatar's clumps? > - does vertex numbering restart to 1 at the beginning of each clump or are > the vertex numbers global to an object ? > - does AW support the normal optional argument to the vertex command? > - does the RandomUVs command take an On/Off parameter? > - do OpacityFix and RandomUVs commands affect the whole object or just part > of it? > - does the Polygon RWX command support only convex polygons, or any polygon? > - does AW support the RGB versions of Ambient and Diffuse commands? > - How do you do axis alignment in opengl? lol > > Thanks, i hope that's not too much questions... lol... if you know the > answer to at least one of these questions or can point me to a website where > there are details about them, please answer this thread :) > > Fox Mc Cloud > > > -- Goober King Your Friendly Neighborhood Reminder... rar1 at acsu.buffalo.edu foxmccloudOct 15, 2001, 2:59pm
Thanks, i wasn't sure where to post this :)
I'll repost it there right now. Fox Mc Cloud "goober king" <rar1 at acsu.buffalo.edu> a écrit dans le message news: 3BCB1451.3020207 at acsu.buffalo.edu... > You're probably better off asking the worldbuilders NG people. They > should know what's what :) foxmccloudOct 15, 2001, 3:15pm
thanks :)
"andras" <andras at andras.net> a écrit dans le message news: 3BCB13FA.31D00198 at andras.net... > inline.... [View Quote] > > Vertexext is not generating an error but has no any implementation. OTOH the prelight argument is proprietary for AW. I was talking about the Normal optional argument of Vertex... like in : Vertex 0 1 3 Normal 1 0 0 UV 1 0 #!Prelight 0.2 0.5 0.8 (not something i have seen in an object, i just invented this line... it's documented in the RW2.1 docs but nothing about it in the AW3.2 help files) > > Any polygons. Lucky thing i had a triangulation algorythm as a project in a computer science lesson last year then... :) *searches in the mess of his old sources* Fox Mc Cloud |