Roman's issues

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Roman's issues // Roundtable

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Post by Norppa // Jun 4, 2008, 6:54am

Norppa
Total Posts: 12
Hello Dear All,


I must say that I feel like pushing things forwards. They do not seem to move by themselves. Why must Roman rather oftten need a major push to make a comment. He promised to be here more often.


Any other opinions my folks?


I am still eagerly waiting for a major upgrade. Funny this 3D era.


Kari Sundman

Finland

Post by RAYMAN // Jun 4, 2008, 7:10am

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Total Posts: 1496
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Put simple .... :

Just let him work !

7.6 is in the finalising and looks good ....

Toms here pretty often !

We will see news when it comes:)

Peter

Post by frootee // Jun 4, 2008, 8:01am

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The Caligari team is all working very hard. No time to chat! Only time to work!


Later,


Froo

Post by TomG // Jun 4, 2008, 10:55am

TomG
Total Posts: 3397
This is true, things are INCREDIBLY busy here just now, little time for much of anything. Sometimes in beta testing, people don't get much chance to make anything pretty, and there ends up with not much to say or show in the Captain's Blog.


I'll let Roman know that folks were asking about another Blog though and we'll see what happens.


Thanks!

Tom

Post by jamesmc // Jun 4, 2008, 11:39am

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Total Posts: 2566
When the clock strikes 12, it will be time... :jumpy:

Post by nowherebrain // Jun 4, 2008, 12:13pm

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For Christmas?

Post by Burnart // Jun 4, 2008, 12:29pm

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Total Posts: 839
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For Christmas?


2008 or 2009? ;)

Post by Asem // Jun 4, 2008, 12:36pm

Asem
Total Posts: 255
Usually he updates once every 4 weeks pretty much once a month and that's fine since it seems release is near and they are making progress. At the same time ,I don't think you guys at caligari have to go completely out of your way to show basic functionality of any tool in a pretty way imo if you show its basic idea we would get the geest of it and be fine with that. I personally hope edge extrude is there and I'm really glad that the others I was thinking about are coming also. no need to be fancy, right?

Post by nowherebrain // Jun 4, 2008, 5:10pm

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Here here, I'm definitely wanting more edge tools....AFAIK they are in there.

Post by transient // Jun 4, 2008, 5:42pm

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Total Posts: 977
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If you want to do pro edge modeling, try to get your hands on hexagon. It was made from the ground up to do edge modeling, and is like driving a porsche if you use it properly.

Post by nowherebrain // Jun 5, 2008, 3:16pm

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edge vert and loop, that is where it is at, no one of those do i put over another. I need them all...like how blender can extrude from a vertex to create an edge....nice. Off subject there, but.....what were we talking about???

Post by Burnart // Jun 5, 2008, 6:46pm

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Total Posts: 839
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We were talking about news from Roman.


Hexagon does have some nice modelling tools but the current 2.5 version is filthy with bugs (just like the guy in your avatar, transient! :D). Edge tools and vertex bevel/extrusion modelling is the go I agree.


I'm really hanging out for this 7.6 update - with or without extra edge modelling tools. (I'm doing a lot of my modelling elsewhere anyway so what the hey.) The new material simulation and morph tools are perhaps the things that are finally going to drag me into the workspace. (I'd still like a non-VRay rendering option though .... yes, I am going to keep on saying it!)

Post by rjeff // Jun 6, 2008, 12:53am

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So Burnhardt..are you saying that there will still not be a render for WS if you don't have Vray? If not then Dribble needs to get running in WS then..I don't have 300 bucks for a program right now

Post by splinters // Jun 6, 2008, 2:39am

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As of tS7.5, the only offline renderer for workspace is Vray although that is moving focus away from the realtime renderer which is there for free in workspace. Bear in mind that Caligari should (realistically) get access to DX10/11 stuff for future versions. Add this to the sort of stuff Parva and Wizard have been making and you have a pretty hot renderer.


However, for the bridge to go, we really need access to LW and Dribble from workspace.

Post by Jimmer // Jun 6, 2008, 2:44am

Jimmer
Total Posts: 30
The latest version of LightWorks (7.8) would more than do the trick!!!

Fantastic all round renderer. Caligari has used their stuff before, in fact

many of us still like it the best even though what we have in TS is

an older version. Seems like a no brainer.....

Post by W!ZARD // Jun 6, 2008, 4:12am

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Total Posts: 2603
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Well yeah it certainly seems like a no brainer on the surface of it but.... Lightworks is a business and as such will charge what it charges for the licence to use LW render in future tS versions. As much as it makes my blood run cold but it'll probably be an accountant who makes the decision to stick with LW or not - or at least, the decision will be more weighted towards the financial realities than the artistic preferences.


That said it seems to me pretty universal that the tS users want access to LightWorks from Workspace and the sooner the better - it's definitely how I feel about it anyway.


We'll just have to follow Burnarts lead and keep reminding Caligari that we want LW in WS ASAP.


TTFN


WZRD

Post by jamesmc // Jun 6, 2008, 4:14am

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Don't forget photoshop layers in WS side as well!

Not having layers suxors...

Post by splinters // Jun 6, 2008, 4:35am

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Well I am pretty sure that if LW could be implemented, then so could PS layers.


As for needing LW, I really do and I mean that. I have years worth of material; characters, locations, textures etc. that are all based around LW. To try and recreate these scenes in Dribble or Vray would be frankly impossible. Much is said about how you cannot simply transfer between renderers; you need to tweak materials, lights etc.


I simply cannot afford to do this with my Buddy World project given the sheer amount of stuff I need to work with.


I am not moaning or threatening to leave; I would simply stick with tS7.5 or 7.6 if they took the bridge away in a later version of tS but I could not use it completely without access to LW. Simple as that really so I hope Caligari (Microsoft?) will give serious consideration to incorporating it as an offline renderer for WS.


At least look into the option of licensing it like Vray...although I do think tS should come with an offline renderer as standard. Realtime just is not practical as the only renderer.

Post by rjeff // Jun 6, 2008, 9:24am

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Well do tell me this guys..how do you render in WS if you do not have LW..as far as I know there is no way to do this.

Post by frootee // Jun 6, 2008, 9:52am

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Total Posts: 2667
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Hi Jeff.

The only Offline Renderer option on workspace side is VRay.


However, you can render to file using the real time renderer on the workspace side as well. It uses DirectX 9.0c technology currently.

Post by splinters // Jun 6, 2008, 10:20am

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Total Posts: 4148
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Workspace renders using Vray only (offline renderer) but you should not underestimate the power of the DX realtime render. Parva has posted real time images/renders that are almost indistinguishable from a LW render...:D


EDIT: Sorry Froo, I had this on screen but forgot to post it...by the time I did, you had already done the same.

Post by frootee // Jun 6, 2008, 10:40am

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hehe no problem splinters.


When you said, "You should not underestimate the power of the DX real time renderer" I was thinking of Darth Vader for some reason.... :D

Post by rjeff // Jun 6, 2008, 3:42pm

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I guess that is my question that I need to get clarity on. Lets say I have a cube in WS and I have it textured...is that..it just sitting there..in the past I have done a screen cap because I did not know you could do a render. How might one go about doing a render? I am not familar at all with WS

Post by jamesmc // Jun 6, 2008, 4:51pm

jamesmc
Total Posts: 2566
In the lower right hand corner there is a file folder for real time renders.

click on it and a dialogue box pops up. Set your parameters as you would in Model side, click save, then click render. It will render and save your real time file to the folder you selected.

Post by TomG // Jun 6, 2008, 7:09pm

TomG
Total Posts: 3397
This is similar to doing a screen grab, then cutting out all the interface elements - only you don't need to edit to remove the interface elements, plus you can also render an animation. Advancing a frame, screen grabbing, editing, advancing a frame, screen grabbing, editing gets old quick and doesn't go nearly as fast as a frame or two per second :)


As a note all your realtime settings come into play, such as bloom, glow, anti-aliasing, supersampling etc. You can ramp those up even if they slow down your display too much for modeling (on older graphics hardware), so that you get the maximum quality from your real-time render, since at render time you are not so worried about good real-time performance.


Even a second or two to render a whole frame is much faster than the offline render engines usually are :)


HTH!

Tom

Post by Norppa // Jun 9, 2008, 8:22am

Norppa
Total Posts: 12
Dear All,


To go back to the original issue:


"I hope now to update the Blog more regularly once again, thank you for being patient during this exciting time. "


This is directly from Roman and I hope what is said is true.


I'm now 58 (still another 38 to go) and I hate that all issues are referred as fun or something light. Please proceed to heavy, serious and professional instead. Fun is not prohibited but it gives unprofessional expectations. I'm not sarcastic and I just want to see some real proggress.


Best regards to the team


P.S. Who will develope a pressure generator, hydraulic aggregate or pneumatic aggregate and a way to use the power in a cylinder?


Norppa

Post by TomG // Jun 9, 2008, 8:56am

TomG
Total Posts: 3397
Interesting that you equate fun to non-professional. I don't think that follows as the two are not mutually exclusive.


The answer was given to that question though - at this moment in time, everyone has a lot of work, especially Roman. Beta testers are working on bug fixes and not producing much that has any visual interest, or that shows what tools can do. This means there is little to say or discuss in the Blog. So due to limited time, coupled with focus right now being on something that does not lend itself to discussion in a blog, then the Captain's Blog has not been as frequent. Those causes are expected to remain in place until the release of tS7.6.


Best regards,

Tom

Post by jayr // Jun 9, 2008, 9:43am

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Those causes are expected to remain in place until the release of tS7.6.


Best regards,

Tom


Does this mean we've had the last blog before the release of 7.6 is imminent? are we that close to it? don't worry i know you cant answer, just nod your head if we are :D

Post by splinters // Jun 9, 2008, 9:46am

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Total Posts: 4148
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I personally find the lack of input strangely reassuring especially as all the testers I know are deeply involved in...err, testing. This is a good thing and means they are bashing out all the new features and squashing bugs (hopefully). When I was a tester I turned out a lot of artwork when testing was 'slower'. That little artwork is being produced at the moment should be nothing to worry about...quite the opposite...:D


I am quite excited about tS7.6.


EDIT: I just saw Tom's head move...but I am not sure in what direction......

Post by TomG // Jun 9, 2008, 10:21am

TomG
Total Posts: 3397
No, we should have a blog soon, I will follow up on that to confirm. While we'll still try to meet the unofficial "every 2 weeks or so", I strongly suspect that it just won't happen at this point in time and just wanted to give everyone advance warning on that, to avoid disappointment.


More information again soon!


Tom
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