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Vegastrike Evolved Edition

PostPosted: Fri May 29, 2015 12:28 pm
by ezee
I started something that could be a mod , as i want to put some modifications in the original game.
It is an open project , that you can reach at :
https://sourceforge.net/projects/vegastrikevo/

I'm under windows XP sp3 , and i code first for me and windows users .
But i managed some rooms for the other Os , feel free to use it .
( contact me for that and i will give you DEV access )

Soon i will release the 1.0 alpha version for Windows 32 bits , that will be the 0.5.1 rc1 of vegastrike with fixed music bug ( you'll don't have to download a patch to repair ) + new Artworks for the Interface .
As example , i played with the old dark cold sea picture , and added some light from a distant sun : https://a.fsdn.com/con/app/proj/vegastr ... s/menu.jpg
Darkvixen will probably atonish us later with her own ideas .

I plan to implement the Market Lib from Nido to generate a dynamic economy .
Also planned a better display of " point and click " elements , that i don't actually like .
The mix of 2D characters in a 3D background is of bad taste for me .
Okay , that is the work of someone and i respect it , and that will continue to live in
the actual Vegastrike " cold sea " edition .

That said , i'm leaving the cold sea , fraternal war etc... :lol:
I really don't think that there will be major changes here , because you live in this kind
of oligarchy that is discussed a lot in the conceptuals threads .
I guess i am just a freelancer in your universe .
More Solo than SkyWalker , and perhaps even more wookie than Solo ....
I hope to meet you in the evolved universe sometimes .
There is a little forum where you can express yourself :
https://sourceforge.net/p/vegastrikevo/ ... rce=navbar

That's all for now , thank you for you attention .
:wink:

Re: Vegastrike Evolved Edition

PostPosted: Tue Jun 09, 2015 7:09 am
by ezee
QUICK DESCRIPTION :
DEFG is a project that i started to make a lib that will act as an economical engine .
The basic concept is that you have raw materials in the universe of games that needs
to be collected , then transported , then transformed , then sold .


I'm trying to setup that in Vegastrike , so i've created a WIKI page where i describe
the actual system and how to modify its static state to dynamic :
https://sourceforge.net/p/vegastrikevo/ ... r%20Games/

I will continue to fill that page and make others related , so feel free to visit .
And perhaps ... help ?
:wink:

Re: Vegastrike Evolved Edition

PostPosted: Wed Jun 10, 2015 12:00 pm
by ezee
Now for your convenience i have added a link to this forum in my WIKI Home :
https://sourceforge.net/p/vegastrikevo/wiki/Home/

Consider that like a jump point between two star systems . 8)

Re: Vegastrike Evolved Edition

PostPosted: Wed Jun 10, 2015 1:00 pm
by gonzo
Nice! I think you should add a link to Evolved Edition in your profile. (User Control Panel > Profile > Website).

ezee wrote:QUICK DESCRIPTION :
DEFG is a project that i started to make a lib that will act as an economical engine .
The basic concept is that you have raw materials in the universe of games that needs
to be collected , then transported , then transformed , then sold .

Is this the same thing that nido is working on or something else altogether?

Re: Vegastrike Evolved Edition

PostPosted: Wed Jun 10, 2015 1:13 pm
by ezee
Nido is doing a framework to modelize the internal of a base market .
His library his able to communicate with the .csv format of vegastrike to manage cargo .

I am working in the internals of Vegastrike , to see how it will be possible to turn the
actual static market into something dynamic .

Nido's market is a source of inspiration for me , but his actual framework is not finished ,
and some parts of it are too complicated from my perspective .

I think we progress in // , and that one day we could find a merging solution .
But when my analyse of the vegastrike's actual trading system will be done ,
i will start my own framework , probably FSM based .

I think you should add a link to Evolved Edition in your profile. (User Control Panel > Profile > Website).


There is two kind of people , those who look to the signatures and those who don't .
:lol:
Edit : But okay , i will follow your GOOD IDEA , after thinking a little ... :wink:

Re: Vegastrike Evolved Edition

PostPosted: Sun Jun 14, 2015 5:14 pm
by ezee
C++ documentation updated and new python doc online !
Exemple for python classes : http://vegastrikevo.sourceforge.net/doc ... asses.html

WebGl viewer back online!

PostPosted: Sun Jun 14, 2015 10:15 pm
by ezee
yep , i just remembered that i've made that last year , and thanks god , the files were
saved on my hard disk ... Anyway , enjoy some WEBGL demo content from Vegastrike and Darkvixen
here : http://vegastrikevo.sourceforge.net/Viewer/viewer.html

If you want to contribute or help to put more models online , just ask .
:wink:

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 12:56 am
by gonzo
That is so cool!
What format are the models in?
What do you need to do to get them models in there?

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 8:26 am
by ezee
Hi Gonzo , thanks for your enthousiasm !
I opened a discussion about it here :
https://sourceforge.net/p/vegastrikevo/ ... it=25#f46e

I need the .obj and .mtl converted by mesher.exe + their textures , in separated folder by models .
I use then a python script that convert them .
A lot of cool things could be done in the future with that WebGl technology .

Some have already made games with it ...
My primary objective is to link that viewer with the Master-parts-lists.csv , todisplay the
description of the unit (history, price,volume,mass etc ..) along with the 3d model .
Animations can be played too !

Darkvixen could design a 3d Hangar , that could be a nicer background for the models .
All i use is described in vegaevo wiki : https://sourceforge.net/p/vegastrikevo/ ... interface/

Glad to see you like it !
:wink:

Edit : Details on how to use mesher for linux are here : http://wiki.vega-strike.org/HowTo:Add_Ships

Linux users will have to compile mesher from source with the command "make mesher" after following the standard bootstrap/configure procedure HowTo:Compile_from_SVN_on_Linux#Make. Mesher can be made available anywhere by creating an alias for it in your shell (usually ~/.bashrc), or adding the vegastrike directory to your path.

AND ... the .obj and .mtl should be enough as i've got the textures already .

I spent an hour to have mesher produce the files , there is some steps to follow ...
I will post about that later .

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 12:45 pm
by ezee
Okay , things are going wrong with mesher and WebGl directly used.
I've tried to make the " admonisher" and " the refinery " , but only the mesh is rendered
with black material .

The script i'm using was done for .obj and .mtl exported from blender.
Let me test that to confirm , but the work will probably be :

_ Convert .bfxm files to .obj and .mtl with mesher
_ Import in Blender these files
_ Fix the textures problems if any .
_ Export in .obj and .mtl
_ Use the convert_obj_three.py to have final .js file

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 12:57 pm
by gonzo
/build/objconv$ ls
asteroidgen CMakeFiles cmake_install.cmake Makefile mesh_tool replace trisort

Is mesh_tool the same as mesher?

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 1:45 pm
by ezee
Is mesh_tool the same as mesher?


I don't know , Loki probably knows .

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 2:11 pm
by loki1950
I would :lol: main source tree /vegastrike/objconv/mesher BTW there is an old blender_xmesher import/export script in Python that just would need updating for both Python version and blender from most likely the 1.00 series :wink: And if you remember mesher itself needs updating to the larest version of Orge3D for export in .mesh format.

Enjoy the Choice :)

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 2:23 pm
by ezee
I have found the threeJs json exporter for blender installed already , so i guess i have used it
to have working files at last . Problem is that i don't remember if i have used it or not .
EDIT : In fact , NOT USED !
The header of areus.js shows :
"metadata" :
{
"formatVersion" : 3.1,
"sourceFile" : "areus.obj",
"generatedBy" : "OBJConverter",
"vertices" : 5963,
"faces" : 6412,
"normals" : 5963,
"colors" : 6,
"uvs" : 19236,
"materials" : 6
},
[/color]


while a file produced by the blender exporter gives :
"metadata" :
{
"formatVersion" : 3.1,
"generatedBy" : "Blender 2.65 Exporter",
"vertices" : 1705,
"faces" : 687,
"normals" : 583,
"colors" : 1,
"uvs" : [1625],
"materials" : 1,
"morphTargets" : 0,
"bones" : 0
},



Anyway, this is the link to that exporter :
https://github.com/mrdoob/three.js/tree ... rs/blender

It should produce the same result than the external script i used ...
So when you'll have the .obj and .mtl , load it in blender first ( the textures MUST BE in the same folder than the .mtl and .obj !
Then try the exporter ?
If you have EasyPhp or any webserver in your local network , you could make some tries and experiment . Everything can be found here :
https://github.com/mrdoob/three.js

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 3:42 pm
by ezee
I fixed the problem !
It is the PNG from vegastrike that are in uncompatible format .
More info -> https://sourceforge.net/p/vegastrikevo/ ... /2f8a0de3/

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 4:04 pm
by gonzo
ezee wrote:It is the PNG from vegastrike that are in uncompatible format .

Most, if not all, of the .png's are really .dds files, mipmapped stuff.

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 4:15 pm
by ezee
Aaaah ... ok !
Thank you for that amigo !
One thing i forgot to say :
I am working with " slow " .js files , but at least we should use binary format , the rendering
will be faster .
-------------------------
How to use this converter
-------------------------

python convert_obj_three.py -i infile.obj -o outfile.js [-m "morphfiles*.obj"] [-c "morphcolors*.obj"] [-a center|centerxz|top|bottom|none] [-s smooth|flat] [-t ascii|binary] [-d invert|normal] [-b] [-e]

Notes:
- flags
-i infile.obj input OBJ file
-o outfile.js output JS file
-m "morphfiles*.obj" morph OBJ files (can use wildcards, enclosed in quotes multiple patterns separate by space)
-c "morphcolors*.obj" morph colors OBJ files (can use wildcards, enclosed in quotes multiple patterns separate by space)
-a center|centerxz|top|bottom|none model alignment
-s smooth|flat smooth = export vertex normals, flat = no normals (face normals computed in loader)
-t ascii|binary export ascii or binary format (ascii has more features, binary just supports vertices, faces, normals, uvs and materials)
-d invert|normal invert transparency
-b bake material colors into face colors
-x 10.0 scale and truncate
-f 2 morph frame sampling step

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 5:05 pm
by gonzo
The picture conversion is done by Nvidia's nvcompress/nvuncompress and are described in the same tutorial you linked to me above about adding ships. (or somewhere around there...)
I'm still a bit busy bisecting LMMS but once I get mesher up and running it'll be easy (famous last words) to script that conversion.

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 5:27 pm
by ezee
Nice , thank you !
And .. 3 new models available : Admonisher , refinery , dodo -> [3Dviewer]
Perhaps you will have to clear the cache of your browser to see the changes ,
that is the case for me with Chrome .
:wink:

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 6:59 pm
by gonzo
ezee wrote:Perhaps you will have to clear the cache of your browser to see the changes ,
that is the case for me with Chrome .

Turns out that Firefox has a built-in function to handle this. It's a cleansing ritual that starts with a total crash and then it does a little meditation... then you can ask it politely and you 'may' watch the models.

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 7:07 pm
by ezee
ah ah ah !
:lol:

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 7:49 pm
by loki1950
Aren't the rituals we have to use to live with our computer companions real funny all the time,I mean a three-finger salute to cease and desist everything almost "f88k off and die" :mrgreen:

Enjoy the Choice :)

Re: Vegastrike Evolved Edition

PostPosted: Mon Jun 15, 2015 9:09 pm
by ezee
:lol:

Back to serious ( difficult with a gonzo and a loco loki :lol: ) , my viewer is too much
naive ...

I think i must organize the list by faction , or use some filters to allow a good understanding
of the actual fleet .
Perhaps a filter per faction , per gunnery , per mass ?
:?:

Edit : Ancestor , beholder , jackal , ariston , bell , charillus , clydesdale , convolution were added to the 3dviewer ( clear your browser cache to see changes again ... )

Re: Vegastrike Evolved Edition

PostPosted: Wed Jun 17, 2015 5:20 am
by ezee
Hot !!
DarkVixen's s256-c2 is in the3d Viewer !
But it's not the final bird , this version was reducted to lowlevel but has too much vertices
again . It is long to load , but very cool to look at .

Check the shipyard for the details : https://sourceforge.net/p/vegastrikevo/wiki/Shipyard/