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Old 06-11-2003, 01:36 PM   #41
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error

i get "error with kernel32" running win ME, not sure if its winME or there is a problem with my computer

so what exactly does this program do? does it work alongside of jk2 or is it a standalone program?
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Old 06-11-2003, 02:31 PM   #42
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Kernel32 is related to Windows. It handles memory, I/O, and other stuff. Have a look at these sites for information about Kernel32:
http://www.all-windows.com/kernel32.html
http://support.microsoft.com/default...msg/kbkern.asp
http://www.webopedia.com/TERM/K/kernel32_dll.html


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Old 06-11-2003, 04:28 PM   #43
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The kernel is the core of the operating system, it handles the most basic functions. It is part of the operating system, not JO
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Old 06-11-2003, 06:36 PM   #44
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FYI, I'm still working on this project, it's been going slowly because I've had to start learning new stuff again and deriving new functions.

There are now two programs, they will eventually be one program, Neo and the Construct. Neo is just a little DOS App, the Construct is a GLUT window that renders my skeleton hierarchy, soon enough we'll have more and more functionality. Till then, toodles!

I'm not sure why / which prog gives you kernel errors, I know that the Construct was busted and I had the busted version posted, but it should be up now. No real reason to download it unless you like ... to do things like that.


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Old 06-12-2003, 11:08 PM   #45
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think the Gla Neo runs more stable under NT based Systems ME was just a dog food hybrid of windows 2000 and 98SE lot of mixed system files lot from win2k


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Old 06-13-2003, 03:27 PM   #46
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Quote:
Originally posted by reaper1576
ME was just a dog food hybrid of windows 2000 and 98SE
LOL!



P.S. Wudan, what IDE is it that you use, and where might one download it? I'd like to try a non-MS IDE just for kicks.


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Old 06-13-2003, 06:02 PM   #47
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...and where can I get the OpenGL library files that you're using? My compiler (MSVC) is complaining about their absence.

Thanks!



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Old 06-14-2003, 11:27 AM   #48
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Good Q JediStone. I'm not using a Microsoft Compiler, I'm actually using a free tool called Dev-Cpp by Bloodshed Software - http://www.bloodshed.net, which uses the MingW compiler system. It comes with the OpenGL headers, I recently switched to GLUT but I think I'll be switching back to straight OpenGL today.


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Old 06-14-2003, 11:38 AM   #49
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Hmmmm... GLUT works on this Win2k Box no prob (had to do some slashing and bashing to get it to work, but it's going), so I'll just have a go at getting WinXP to work with it later


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Old 06-14-2003, 04:37 PM   #50
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Wudan wil you be putting together some sort of tutorial for the usage of Gla Neo


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Old 06-14-2003, 04:53 PM   #51
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Uh, Wudan, GLUT is a Utility Library for OpenGL, switching from GLUT to OpenGL doesn't make any sense...
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Old 06-14-2003, 06:05 PM   #52
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I think of GLUT as an expanded toolset, I could use OpenGL without GLUT but I can't use GLUT without OpenGL, I understand this. What I mean is, I used to have all this crappy gabbly Win32 API junk, GLUT handles the Window creation by itself (which is nice nice nice), but I wasn't able to get it working on my XP box, because of __glut...WithExit errors. I got them on this Win2k Box, but was somehow able to resolve them. I did what I think was the same steps, and it didn't work on the XP box .

As far as tutorials, they will come, I guess I'm just pushing for a higher level of functionality, as atm there is a very very low level.

I'm not entirely gearing this towards JK2, I just know that JA will be similar and want to have a solution for the JA problem ready in time for JA.


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Old 06-14-2003, 07:39 PM   #53
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Here's the Construct program, Neo's rendering component. It's coming along.


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Old 06-18-2003, 07:07 PM   #54
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Nice. If you need any assistance, let me know, I've worked with OpenGL in the past.

Either post here, e-mail me at olenikm@SoftHome.net, or go to #TACC or #Massassi on irc.holonet.org.
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Old 06-18-2003, 07:25 PM   #55
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Will do, Emon. I usually just dev on it 2 days a week, and keep the bugs in mind and think about how to fix them. Right now it's really really really borked, but I've already thought of a solution for it.


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Old 06-22-2003, 06:45 PM   #56
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We're just a hop, skip and jump away from adding some actual useful features. When that happens, I might actually try to explain this thing.


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Old 06-22-2003, 09:58 PM   #57
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well done wudan. that one pic of jan in the air looks like trinity in the beginning of the first matrix. i cant wait to see the use of this implemented in future mods!
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Old 06-29-2003, 08:47 AM   #58
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Brilliant, brilliant!

For the past few months I have abandoned JK2 modding and tried to find out as much as possible about Doom 3 and HL2. However... although that technology is promising, if the recommended player limit for D3 is 4 players it does not seem very versatile.

Anyway, enough of my rant. Is there any way I can help?
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Old 06-29-2003, 11:13 AM   #59
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Commodus O Commodus!

Good to see you're still around! Yes, Neo continues going forward, hope to catch you on #jk2coding on quakenet some time.


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Old 06-30-2003, 08:02 AM   #60
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LOL Lemme just find a free IRC client that doesnt need me to register it...
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Old 06-30-2003, 11:13 AM   #61
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3ds max SDK == :mad:

Wudan I searched thru the 3ds max SDK and find nothing of help about ASE files. I can send you the sdk.chm, which is only the documentation, to read it if you like to.
One another thing, 3ds max doesn't seem to import back ASE files, so that idea of ripping animations to that format is a no go for now (better that way, less things to think about).
Let's see what do you come up with next .



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Old 06-30-2003, 11:42 AM   #62
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Quote:
Originally posted by Commodus
LOL Lemme just find a free IRC client that doesnt need me to register it...
Uh ... Trillian?

And Corto, no prob ... I'm not quite sure what's next on the list ... probably multi-frame support.

Oh yeah, and Jarax said it might be cool to be able to rip the animations by name, so I will probably want to do that ...

Oh, and maybe a function to change the GLA reference inside a model.glm ...


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Old 06-30-2003, 12:08 PM   #63
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Stupid question

One question. Why would ripped animations be usefull if you can add new ones into the current _humanoid.gla? Perhaps to make a smaller _humanoid.gla file for MP?
Anyway, If there's something I can help with, let me know.



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Old 06-30-2003, 12:30 PM   #64
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I would use Trillian but lately strange things have been happening to my desktop computer (Trojans downloading themselves to my comp when I open the browser window... weird background apps which are sometimes identified as virii) so I've decided not to take any chances with the Toshiba laptop I'm currently on....
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Old 06-30-2003, 05:15 PM   #65
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Corto - yes, an MP specific gla is what i'd like to do. I think we should self-impose the upper limit of GLA files at about 15 megs or so, but that's still a lot more than I'd be comfortable with. It's obvious that Raven either made more anims or was planning on it, but probably didn't include them in their final gla generation because of a self-imposed memory budget.

Ripping the animations really taught me a few things about precision, and it gave me the chance to really streamline some of the major functions that were taking waaaay too many CPU cycles ...

Did I mention that I've changed the name of the programs?


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Old 06-30-2003, 05:50 PM   #66
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No you didn't. Wanna share them with us?



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Old 06-30-2003, 06:16 PM   #67
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Quote:
Originally posted by wudan
Corto - yes, an MP specific gla is what i'd like to do. I think we should self-impose the upper limit of GLA files at about 15 megs or so, but that's still a lot more than I'd be comfortable with. It's obvious that Raven either made more anims or was planning on it, but probably didn't include them in their final gla generation because of a self-imposed memory budget.
Well, I suppose it's like the tv/movie business. When the motion capture seasons are so expensive, you gotta get the maximum amount of footage you can.


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Old 06-30-2003, 06:29 PM   #68
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Hmmm, many point you have razorace... Would you be kind enough to donate me some points to get the name glowing or change the nickname?



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Old 06-30-2003, 07:33 PM   #69
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Name glowing is cheap - 50 creds - you have enough, outlander.


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Old 06-30-2003, 10:31 PM   #70
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+1 to the "Number of People that have asked me for points" counter.


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Old 07-01-2003, 12:01 AM   #71
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:D

Okay okay! don't freak



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Old 07-02-2003, 10:47 AM   #72
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So, err... how does Neo actually work?
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Old 07-02-2003, 07:12 PM   #73
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You can't explain the Neo, you have to experence it for yourself.


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Old 07-02-2003, 08:44 PM   #74
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really? thats one experience i will have to have then
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Old 07-05-2003, 08:04 PM   #75
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Honestly, I'd wait. Neo started as 'proof of concept' - that you could indeed introduce new animation data without replacing the original, which turned out to be a semi-fruitful work. Many Many of the backbone functions which handle the math concerning bone placement and conversions to and from from one type of rotation to another have already been written. The next steps, of making a working user interface that doesn't induce vomitting, well, it's been like entering in to a minefield of problems.

I'm trying to figure out which way would best suit possible changes to the new formatting in JA, which won't be too different, from what I've heard from Raven.


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Old 07-06-2003, 02:33 AM   #76
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You could ask Raven for the standard.


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Old 07-06-2003, 01:43 PM   #77
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The introduction of ragdoll physics could represent a setback for the animations, I don't know yet how does it work from the modelling point of view. Less from the animating. I only know that death and falling anims won't be required anymore, woohoo!

Who should I contact from Raven to get a hint about it?



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Old 07-06-2003, 04:40 PM   #78
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Has anyone seen the rolldoll physics yet or is that currently being worked on?


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Old 07-06-2003, 06:21 PM   #79
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I don't think any type of ragdoll will affect the animation, it should be calculated and blended into the animation seperately.

There's an ASE importer available at Sparks, you can just Google for "3ds max ase importer", or just get it off my site:

http://nervecore.org:800/emonsbox/files/asciiimp.zip

You don't need any specifications on the file, either. It's all ASCII, and extremely simple to understand.
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Old 07-06-2003, 10:01 PM   #80
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That it is, Emon. .ASE animations are fairly simple to read, it's just a matter of simple detective work to determine how the effect produced by an .ASE animation correlates to a GLA animation. .ASE animation data is in Axis-Angle rotation representation, but it's relativity to basepose position, or if it is just 'repositioning' is something I don't know - it appears to be 'repositioned' and listed at intervals throughout the sequence.


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