IRC log for #bzflag on 20100126

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00:45.07awilcox<PROTECTED>
00:45.22awilcoxwe call them "autoholes, autocrap, and autorake" here
00:45.35awilcoxoh, and "libfool".
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01:02.23Constitutionthinks that's a lot of steps when he could just do "gcc -lOpenGL -lSDL -o bzflag file.cpp ..." ;)
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02:17.56thefirstdudeis a 12 mb map too big you think?
02:20.32JeffMdepends on the connection speed of the host
02:20.37JeffMbut it's a bit on the large size yes
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02:23.01thefirstdudehas louman even made a map that big?
02:23.14JeffMgo look in the fourms and see
02:23.21JeffMis it full of meshes?
02:23.31thefirstdudeyes
02:23.36thefirstdudenothing but meshes
02:23.54JeffMwhere are you hosting it?
02:24.04thefirstdudeI'm not, I am astill making it
02:24.10thefirstdudebeen making it for years now, on and off
02:24.19thefirstdudevery very big, detailed etc
02:24.28JeffMthere are ways to get maps to transfer faster
02:24.44JeffMyou can use an HTTP link to a cache file
02:24.48JeffMor in 3.0 use fastmap
02:27.13JeffMwhat does the map look like?
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02:47.47Thumper_LouMan's maps all tend to be < 3MB (not counting textures)
02:47.47blast007also, a 12MB bzw file will not be 12MB went sent across the wire
02:48.05JeffMindeed
02:48.06blast007it gets converted to a binary blob
02:48.16JeffMtht's why I'm curious what it looks like to make it so large
02:49.07blast007it's just a large and detailed sphere
02:49.12JeffMheh
03:00.12thefirstdudeyes, very big sphere
03:00.42JeffMthe big question is what are you concerned bout, transfer speed, or fps for the client?
03:01.05thefirstdudeI'm concerned players will f12 before they wait for the map to dl
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03:01.24JeffMit would depend on how big the bin blob is
03:01.36JeffMmake it an HTTP transfer and it'll go a lot faster
03:01.55thefirstdudehttp verses?
03:02.01JeffMnot http
03:02.07JeffMnormal maps are sent in protcoll
03:02.12JeffMat 1k every ping time
03:02.26thefirstdudeoh...that must take a long time to downloaf
03:02.27JeffMHTTP streams it directly from a webserver to the client
03:02.42thefirstdudeI know http
03:02.44JeffMit can take a while for large maps
03:03.08JeffMI belive the cache file that is sent over HTTP is compressed as well
03:03.32thefirstdudedoes it use lzma or paq8...that would be good :)
03:03.42JeffMzlib
03:03.44JeffMthat's all we got
03:05.57JeffMyou use -cacheout on the server to gernerate the file
03:06.14JeffMthen -cache to give the clients the URL where to get it
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03:08.45thefirstdudeOMG
03:08.56thefirstdudebzw size = 9910 KB
03:09.03JeffMyour god does not have anything to do with packing
03:09.05thefirstdudeguess how big with lzma compression?
03:09.13JeffMa lot smaller
03:09.16JeffMthe map is text
03:09.17thefirstdudeguess
03:09.20JeffMtext is not efficent
03:09.30JeffMit's meant to be human readable
03:09.35JeffMbut just compressing the map file won't help you
03:09.39thefirstdudeI know
03:09.44thefirstdudewhy not?
03:09.44JeffMit's the bin blob that you care about
03:09.52JeffMbecause the client can't read a text map
03:09.53thefirstdude9910->913
03:10.02JeffMonly bzfs has a map parser
03:10.06thefirstdudeoh..
03:10.13JeffMthe client only reads binary structures
03:10.27JeffMheck random maps never exist as text
03:10.32thefirstdudedoes the 'map description' get bigger or smaller with the map parser'
03:10.40JeffMdo bzflag -world YOURMAP -cacheout SOMEFILE
03:10.55JeffMsorry bzfs
03:10.56JeffMnot bzflag
03:11.09JeffMI don't think the description is part of the blob
03:11.13JeffMthat's a server command
03:11.24JeffMthe only thing sent to the client is world geometry
03:11.33JeffMall the game state stuff is kept by the server
03:11.37JeffMclient dosn't care about all that
03:12.02thefirstdudewhy bzflag---wouldn't it be bzfs
03:12.09thefirstdudeoh...sry
03:15.43JeffMneeds something to install ubuntu on
03:19.11trepanbzfs -d -d -d -world <blah.bzw>  reports something like:  Map size: uncompressed = 514577, compressed = 187437
03:20.22trepan(actually, just one -d should do the trick, debugLevel 1)
03:28.24thefirstdude-d is what?
03:29.17JeffMcommand line arg to the server to tell it to dump extra info
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03:32.13SpazzyMcGeeout of interest, whenever i've used -cache, the client has downloaded the cache on http, then downloaded the map normally via the bzflag protocol afterward
03:32.36SpazzyMcGeethus being completely useless
03:32.46SpazzyMcGeewhat am I doing wrong?
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03:37.57thefirstdudeSpazzyMcGee, I saw the video of your v3 map you are making
03:38.07SpazzyMcGeeheh, I just missed you in the two minutes you were gone, JeffM: http://pastebin.com/m76b48f97
03:38.42SpazzyMcGeethefirstdude: yeah?
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03:38.57JeffMI've never seen it do that
03:39.07JeffMunless your OS has a bad cache dir
03:39.13thefirstdudehi bambino
03:39.20SpazzyMcGeehmm… possibly
03:39.22thefirstdudeSpazzy, do you use blender to make maps?
03:39.22JeffMif it can't save the file then load it localy it would fallback to the old way
03:39.33JeffMhe uses a magnet to make maps
03:39.36thefirstdudeand then what, bzwtools, model tool what?
03:39.37JeffMthat's how hardcore he is
03:39.42thefirstdudeI am curious how other ppl do it
03:39.50thefirstdudeon his harddrive?
03:39.59thefirstdudeI use a laser and rewritable discs
03:40.13SpazzyMcGeeheh, I use wings3D mostly
03:40.50Bambinohi thefirstdude
03:41.01thefirstdudeBambino, my bz name is inferno ;)
03:41.02SpazzyMcGeeand both trepan's wings exporter, and modeltool (sorry for the ping)
03:41.10trepandammit
03:41.12trepan;)
03:41.18SpazzyMcGeeAnd I use photoshop and illustrator to make textures
03:41.23Bambinothefirstdude: you told me already ;)
03:41.24thefirstdudelol
03:41.30thefirstdudeoh...k
03:41.37thefirstdudegimp?
03:41.38thefirstdudeomg
03:41.42thefirstdudegimp is the best
03:41.58thefirstdudewho was the one who made bzwtools?
03:42.42thefirstdudegoogles it
03:43.01SpazzyMcGeeI'm not getting into a flame war, but photoshop wipes the floor with gimp.
03:43.08SpazzyMcGeeand teppic, I think
03:43.10Gabe_G23lol @ jeff magnet
03:44.25JeffMyeah gimp is ok if that's all you got but there are better interfaces
03:44.57JeffMeven paint.net is more user friendly
03:45.00SpazzyMcGeeHence why photoshop is an industry standard.. and gimp isn't
03:45.31trepanSpazzyMcGee: entrenchment?
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03:45.53BambinoAll hail mrapplecomputer1!
03:45.54JeffMgimp has a good set of backend features, it just needs a UI pass
03:46.08SpazzyMcGeetrepan: well, I suppose so. But it's still the best on the market
03:46.24trepanesp. the, ah, student version?
03:46.50SpazzyMcGeeLuckily, my dad works in advertising ;)
03:47.16thefirstdudeI'm going to send you guys a pic of my new map ;)
03:47.24thefirstdudevery alpha version
03:48.21SpazzyMcGeeSo I get the full CS4 *somewhat* legally
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03:51.10thefirstdudegimp is easy to write scripts for
03:51.20thefirstdudeI wrote a script to make...getting link
03:51.22JeffMgood for it :)
03:51.55thefirstdudethought shalt be converted
03:52.07thefirstdudeI used gimp to make all images on http://pheno.ebrosoft.com/
03:52.16thefirstdudeincluding the pizzle thing
03:52.31thefirstdudescript to generate the background image
03:57.55Gabe_G23Goodnight everyone!
03:57.59thefirstdudecu
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03:59.12SpazzyMcGeeI should really get to bed… It's 3:50 and I have a Mechanics final in the morning, which I WILL fail.
03:59.42SpazzyMcGeeno, it's closer to 4:00
03:59.51thefirstdudewow, where do you live?
03:59.59thefirstdudeengland?
04:00.07SpazzyMcGeeYeah
04:00.36SpazzyMcGeeI'm at sheffield uni
04:01.54thefirstdudewait, I am uploading pic of my map
04:02.29thefirstdudetaking awhile..only 1.83 mb
04:04.40thefirstdudehttp://uploadpic.org/showpic-42075/bzfi0004.png
04:05.27SpazzyMcGeeis there a direct link to the full-res pic>
04:05.32SpazzyMcGee?
04:06.42thefirstdudedonno, this site is pissing me off, I uploaded 3 images and it only gives link to 1
04:06.43thefirstdudejust a sec
04:06.43JeffMvery dark
04:06.49JeffMdid you use normals?
04:06.57SpazzyMcGeeimageshack.us
04:07.05thefirstdudehttp://uploadpic.org/showpic-42077/bzfi0007.png
04:07.15thefirstdudeI guess that is highest quality
04:07.20thefirstdudeI did not export normals
04:07.31JeffMthat's why the lighting is all jacked up
04:07.45thefirstdudehttp://uploadpic.org/showpic-42076/bzfi0002.png
04:07.48JeffMvery hard to tell what it is
04:07.54thefirstdudeblenders normals are all jacke
04:07.58thefirstdudesometimes
04:08.12thefirstdudeIt's going to be called ant hilles
04:08.13JeffMyep, lots of prims
04:08.15thefirstdudeIt's going to be called ant hills
04:08.20thefirstdudeprims?
04:08.24JeffMprimitives
04:08.32JeffMstacked disks, etc..
04:08.45JeffMis it fun to play on?
04:08.50thefirstdudewhat are you saying
04:09.05thefirstdudethe whole time i was making it I was thinking...how will gameplat be like
04:09.18SpazzyMcGeeWings does that too. I end up giving everything flat shading, except things that really need it, like cylinders
04:09.19thefirstdudeimagine playing in the long grass...FUN!
04:09.35JeffMhave you actualy tried it tho?
04:09.45thefirstdudeand I don't think this is primitave...smooth corners on the ant hill...
04:09.48JeffMwhat you imagine and what is are not always the same thing ;)
04:10.02thefirstdudecurving tunnels
04:10.17thefirstdudeplaying the map?
04:10.20JeffMyou started with prims then tweaked them, didn't you?
04:10.22SpazzyMcGeethefirstdude: primitives is the name for basic shapes you start your model of with
04:10.22thefirstdudeI have played with my brother
04:10.36thefirstdudeno, I did not start with basic shapes
04:10.56JeffMso you placed all those verts in a disk by hand?
04:10.59SpazzyMcGeehow did you start then?
04:11.21thefirstdudeI started with a circle...stretched it on one axis, extruded it up, then scaling it only alittle every time to make smooth corners
04:11.31JeffMthat ciricle == the prim
04:11.34SpazzyMcGeeexactly - the circle was the primitive
04:11.38thefirstdudeomg, fine
04:11.54JeffMit's just the way some people model
04:12.19thefirstdudeI am the kind of guy who likes, symmetry and perfection
04:12.23thefirstdudeI never draw by hand
04:12.28JeffMyou should know that maps with mesh floors do have some specific limitations
04:12.31thefirstdudeor mouse in this case
04:12.48thefirstdudelike what in specific
04:12.54JeffMheh, you like symetry, yet you tried to model an organic sceene :)
04:13.05JeffMmostly issues with spawns of players and maps
04:13.09thefirstdudeumm, maybe you  don't get my meaning
04:13.19JeffMsorry flags not maps
04:13.32thefirstdudedude, I have made SO many maps, I know how to make zones and stuff
04:13.40JeffMok
04:13.46JeffMjust letting you know if you didn't allready
04:13.49JeffMdude
04:14.04SpazzyMcGeeyou gotta be make sure you define your inside points as well - or tanks will spawn inside your floor
04:14.23thefirstdudeinside points?
04:14.24JeffMyeah collisions are the hardest part about concave meshes
04:14.31JeffMbut you know all about that ;)
04:15.05thefirstdudeI wouldn't make a zone with a mesh going through it
04:15.18JeffMinside points are not for zones
04:15.21JeffMthey are for meshes
04:15.26thefirstdudeoh...I see what you mean
04:15.26JeffMconcave ones
04:15.31JeffMlike your grass
04:15.33SpazzyMcGeehang on, I made an explaination of inside points somewhere
04:15.56thefirstdudeI thought bzflag figured all that stuff out
04:15.58JeffMan inside point helps bzflag know how to make the tank collide with the mesh better
04:16.05JeffMit can't for concave object
04:16.08JeffMit needs help
04:16.19JeffMand for that you have inside and outside points
04:16.21thefirstdudeI drive test my map all the time...it works fine
04:16.32JeffMyou don't have a lot of concavity, so you may not notice it
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04:16.43JeffMsomething like a cressent moon would be a worst case
04:16.51SpazzyMcGeemy post explains it http://my.bzflag.org/bb/viewtopic.php?f=65&t=14313&p=139382&hilit=inside+point#p139382
04:17.06thefirstdudeso if a wall is tilting towards my tank, I will "collide" with the bottom of the wall
04:17.10thefirstdudeis that what you are saying
04:17.26JeffMit dosn't have to do with "tilt" specificaly
04:17.32JeffMread his post
04:17.45JeffMit has to do with concavity in any direction
04:18.43thefirstdudeoh, that will prevent ppl from f5ing into stuff?
04:18.47JeffMfor inside points we compute a ray from the point to the tank, if that ray crosses an odd number of edges the tank is outside, if an even number it's inside
04:18.50thefirstdudecause the inside point can "see" them?
04:18.51JeffMno
04:19.00JeffMF5 is a very specific bug
04:19.08JeffMit will let the tank collide properly
04:19.46SpazzyMcGeesometimes you get weird bugs with non-inside-pointed meshes, where tanks get stuck in a face
04:19.58thefirstdudeok, I am just curious, what will the major difference be between collision with inside points and without
04:20.08JeffMdepends on the mesh
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04:20.19JeffMas SpazzyMcGee said, with out them on a mesh that needs them, you can get stuck
04:21.23SpazzyMcGeeyou may not need them. A lot of the time, you need to wait for you map to be released and played on before you can find the real bugs.
04:21.24JeffMthe mesh in his post is a great exmaple
04:21.48JeffMyeah the problems may not happen on any point on the object
04:22.03JeffMin his example he'd probaby be fine if he was hitting the outside of the legs of the H
04:22.14JeffMor the caps
04:22.20thefirstdudewhere is the usage...or documentatino for defining them in a mesh
04:22.28JeffMwiki
04:22.41JeffMbig ol section on map making
04:23.14SpazzyMcGeeyou list them as 'inside x y z' in the mesh. Where x y z are point coordinates
04:23.37SpazzyMcGeeI roam around manually to work out where they need to go
04:23.46JeffMon some meshes it's simpler to define outside points, they work the same way but with oposite logic
04:24.03thefirstdudethey have to "see" the outside
04:24.09JeffMno
04:24.14JeffMdon't know what you mean by "see"
04:24.24JeffMa ray is drawn from the point to the tank
04:24.28JeffMand the edges are counted
04:24.32SpazzyMcGeeJeffM: that's the analogy I used in my post
04:24.40JeffMthe point itself dosn't directly interact
04:24.41JeffMahh
04:24.42thefirstdudecopying words from spazzys explanation of inside points
04:24.54JeffMok so the ray is line of sight
04:24.56JeffMbut its' more then that
04:25.37SpazzyMcGeeI wanted to put it in really basic terms; and it's how it was originally explained to me
04:25.51thefirstdudewhat does noclusters do...it says render each face individually...?
04:26.09JeffMit's not a bad introduction to the concept
04:26.19JeffMit dosn't group the faces into a list
04:26.24JeffMgeneraly it's slower
04:26.36thefirstdudefor a second you guys had me all like OMG my map is screwed ;)
04:26.58JeffMit might need work, you have not extensivly tested it, so it seems
04:27.21thefirstdudeumm, yeh it is very alpha
04:27.35SpazzyMcGeethefirstdude: it does look like you've got the beginnings of a nice map there, though
04:27.51SpazzyMcGeegood concept, at least -hard to tell with the screenshots
04:28.11thefirstdudeyou want the .bzw?
04:28.52JeffMif you want to make the map smaller you may want to look for dead faces too
04:28.59JeffMaka faces that can never be shown
04:29.08JeffMlike the bottoms of the disks if they are still there
04:29.14thefirstdudeyeh....I have alot to do to make it smaller
04:29.41thefirstdudelike putting the grass in 1 group, instead of 1 group for each grass piece
04:29.58JeffMthe meshes are identical for each blade?
04:30.09thefirstdudeno
04:30.19SpazzyMcGeeI'd say keep them in different groups
04:30.24thefirstdudethey are just stretched up and sideways
04:30.27SpazzyMcGeethen you have individual control over thier placement
04:30.33JeffMbut the geometry is the same?
04:30.36JeffMthe base geometry
04:30.43thefirstdudeyep, but the size in bzw is 500 vs 10
04:30.58thefirstdudefair ratio I think
04:30.58JeffMyou can have a group with the grass blade, then just scale each instance
04:31.03JeffMthat will make it a lot smaller
04:31.11thefirstdudeyep, that is what I was saying
04:31.39thefirstdudemy export script already makes every 'group' in blender a group in bzw so I can easily do that
04:31.39SpazzyMcGeeoh, right. I thought you were saying that they were all transformed individually in blender
04:31.44thefirstdudebut I am too lazy right now
04:32.00thefirstdudethey are all transformed individually in blender
04:32.19thefirstdudebut I could do a bunch of groups in bzw to scale and stretch them
04:32.22SpazzyMcGeeah, and then exported separately into bzw
04:32.28thefirstdudeyep
04:32.40thefirstdudenot really seperately
04:33.18SpazzyMcGeeyeah, get bzw to do the dirty work. Although, remember that BZW's scale is relative to the origin, not to the object's center.
04:33.44thefirstdudeoh....did know that
04:33.48thefirstdudeweird
04:34.14thefirstdudedidn't know that...
04:34.40JeffMSpazzyMcGee: feel free to write a svg reader :)
04:35.02SpazzyMcGeelol
04:35.05JeffMthat and apng are the 2 things that would make sense for BZ
04:35.25JeffMand apng should be a simple extension of our current reader
04:36.09SpazzyMcGeeThat'd make life a lot simpler for mofo's ludicrous dyncol animations
04:36.26JeffMblast007: it would also overload a client shot ID and that would be bad
04:36.49JeffMyeah I'm not against a texture animation system, it just has to be done properly
04:36.52thefirstdudeoh, I was going to ask how they make the ship "fly" across the map?
04:37.03JeffMnot assumed to be magicaly supported with gif :)
04:37.22SpazzyMcGeethefirstdude: We did that with DrawInfo
04:37.37JeffMapng supports full alpha, it'd be much better for animated textures
04:37.49thefirstdudeis it possible to make object move?
04:37.51SpazzyMcGeeand that's a whole'nother can 'o worms
04:38.01JeffMthefirstdude: you can do some stuff with draw info
04:38.05JeffMbut it's complex
04:38.11JeffMwe don't have a generic animation system
04:38.30SpazzyMcGeeThat'd be nice, while you're at it, JeffM :p
04:38.31JeffMyou can't have doors or elevators for instance
04:38.39JeffMpfffft who said anything about me
04:38.46SpazzyMcGeeheh
04:38.50JeffMAll I'm doing now is making characters walk
04:39.06SpazzyMcGeeand make me a cup of tea, while you're there too
04:39.23JeffMcan't have tea till my gums heal
04:39.49SpazzyMcGeetea is bad for gums?
04:39.53thefirstdudewisdom teeth?
04:39.55JeffMhotness
04:40.02JeffMno, #30
04:40.03SpazzyMcGeeah
04:40.11JeffMpreping for an implant
04:40.25SpazzyMcGeeI could not live without tea
04:40.33SpazzyMcGeeAlthough I guess I am british.
04:40.57JeffMhas a newfound love of Top Gear
04:41.09SpazzyMcGeehehe, our finest export
04:41.44JeffMthe one where they did the old BL cars was awesome
04:42.17SpazzyMcGeeI'm amazed it's not more popular in america, it's pretty much the highest rated show over here.
04:42.28JeffMthey just started showing it here
04:42.38JeffMseries 10 hit netflix last week
04:43.23SpazzyMcGeewow, that's old
04:43.54JeffMyeah
04:44.16JeffMfriend of mine has them all, I'll be getting them tomorow
04:44.28SpazzyMcGeeheh
04:44.52JeffMtho I did have to look up on wikipedia what a "bloddy pikie" was
04:45.22SpazzyMcGeehehe
04:45.29SpazzyMcGeehave you seen any of the specials?
04:45.41JeffMno
04:45.53JeffMI hear they are good as well
04:46.25JeffMbetween that, oban, and mass effect 2 I'll have plenty to do for the next month
04:48.00SpazzyMcGeeThis is my favourite bit http://www.youtube.com/watch?v=_b4WzWFKQ20
04:48.49thefirstdudeGOD,  I am so stupid, I did a script vertex[x] = round(vertex[x]*4)/4
04:48.58thefirstdudeand I am wondering why my map is all messed up
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04:55.00SpazzyMcGeeokay, an hour later, I actually am going to bed, lest hydrostatics be a lot more painful that it already is
04:59.00thefirstdudegood night
05:00.40awilcoxJeffM, series 7 was probably one of the best
05:00.48awilcoxis long-time fan of Top Gear
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05:41.20thefirstdudeWOW, it takes a LONG time to figure out the inside point stuff
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05:45.48thefirstdudewhat is 2 letter acronym for burrow
05:52.35thefirstdudeyou know how my map is all tunnels and "inside" I put an inside point on the outside and now it's working except when I spawn I am at 200m
05:52.42thefirstdudeI gave myself burrow and I didn't fall
06:21.09blast007JeffM: the reason spazzy had problems with cache was because he had drawInfo in his map
06:21.21blast007that seems to make cache files not match what bzfs sends to the client
06:21.29blast007-cacheout files*
06:36.27JeffMoh that sucks
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13:50.13kierrabrlcad ping
13:50.16kierra:)
13:55.20brlcadkierra: pong (but not for long)
13:56.49Quol_at_workblrcad lives! (or is it me that's just been away from irco too long?) :)
13:57.04kierraoh, brlcad, maybe later when you have a lil time
13:57.13kierraits no ruch
13:57.15kierrarush
13:57.19brlcadokay
13:57.25brlcadhowdy Quol_at_work :)
13:57.28brlcadit's just you ;)
13:57.32kierrai'll pm you and at your convenience
13:57.45brlcadjust need about 2 hours
13:57.47Quol_at_worklol - ya...that much I know :) long time no talk...how are things?
13:57.49brlcad(on road)
13:57.55kierrahugs a harried brlcad
13:57.59brlcadQuol_at_work: pretty good
13:58.04brlcadbusy busy as ever
13:58.07brlcadbut good
13:58.16brlcadgottta run actually, cyas all :)
13:58.21Quol_at_workya - I bet...well, I won't keep ya..talk later
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15:55.05kierrashoots Dontkillme
15:55.55Dontkillmehides behind a meshbox
15:56.13kierratoo late, you are dead
15:56.30Dontkillme:/
15:56.42kierraknows CPR ;)
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17:19.15thefirstdudecan I turn off lighting for a mesh, or world or what are my options
17:22.15BulletCatcherTry the "nolighting" option in the material definiton.
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17:36.18thefirstdudewhat does occlude do?
17:49.27thefirstdudefor some reason I made my script add occluder if ambient is set
17:49.37thefirstdudebut I don't remember why
17:50.28thefirstdudes/would as you/would ask you/
17:50.49thefirstdudechristel: s/would as you/would ask you/
17:51.41Manuthefirstdude: I guess she isn't here ;)
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17:53.30thefirstdudeSpazzy, do you know what occluder does?
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17:53.48thefirstdudenvm
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17:55.32SpazzyMcGeethefirstdude: nope, never used it
17:56.02thefirstdudeoh...
17:56.08SpazzyMcGeeFrom wikipedia: "In http://en.wikipedia.org/wiki/Computer_graphics, the term is used to describe the manner in which an object closer to the viewport masks (or occludes) an object further away from the viewport. In the http://en.wikipedia.org/wiki/Graphics_pipeline, a form of http://en.wikipedia.org/wiki/Occlusion_culling is used to remove hidden surfaces before http://en.wikipedia.org/wiki/Shading and http://en.wikipedia.org/wiki/Ras
17:56.29thefirstdudehow did you do that
17:56.46thefirstdudeI am already at http://en.wikipedia.org/wiki/Ambient_occlusion
17:57.00thefirstdudejust not making much sense to me
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17:59.58SpazzyMcGeesorry, poor client
18:00.26SpazzyMcGeeI would assume that it's something to do with 'occlusion culling'.
18:01.41SpazzyMcGeehttp://en.wikipedia.org/wiki/Occlusion_culling#Occlusion_culling
18:01.58SpazzyMcGeeBut I don't have know any more than you.
18:02.07SpazzyMcGee*But I don't know any more than you.
18:02.32SpazzyMcGeejeez, you can tell I only got 2 hours sleep
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18:12.58JeffMambient occlusion is a lighting tech
18:14.42JeffMit makes areas that are hidden from view darker
18:14.59JeffMor things like creases
18:15.09JeffMworks well on organics
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18:17.13thefirstdudewonders why he put it in his script
18:17.37JeffMonly you can know that
18:24.28Quol_at_workJeffM, which visual studio do you guys use - 2008? or are you using 2010 yet?
18:25.57JeffM2008
18:26.09JeffMhas 10 been released?
18:26.35JeffMit's on beta 2 I thought
18:26.41Quol_at_workI thought it was...because it showed up in my subscriber downloads (msdn)...but just beta 2 - ya...my bad
18:26.58JeffMeven when it does release we'll wait a while to swap
18:27.05Quol_at_workya - makes sense
18:27.09JeffMusualy after first service pack
18:27.17JeffMby then all the third party libs have been updated
18:41.35thefirstdudeanyone know of a good texture for dirt that is already uploaded
18:52.46thefirstdudenvm, I used pyrwall and made it brown
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21:48.03JeffMcan someone here check something on the forums for me ( someone who isn't an admin)?
21:49.23bradyeah
21:49.38JeffMwhat is the last subfourm you see in the leagues section?
21:49.59brad1vs1 league
21:50.06brad..discussion
21:50.07JeffMthank you :)
21:50.13bradnp
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22:39.42JeffMdelusional: got the stickers today, thank you very much
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22:43.27JeffMand yeah I can see how the small cuts would be hard, it should not be too dificult to tweak the design to make it easier to cut
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