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Gmogre3d - GM Port Of Ogre 3D - Supports GM 8.1


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#781 NitroKing

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Posted 17 February 2012 - 07:43 PM

GMOgre isn't supported in GM8.1 (I get an address access violation in 8.1).

You have to use GM8.0.


Thats all!!!  :biggrin:
Thanks you very much for never giving up to Help me.
Now i have to make some Games!!!!!! ::lmao::
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#782 iceshield

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Posted 18 February 2012 - 10:12 AM

can someone please tell me how the mask argument works on rays ? for example i want to cast a ray and i want to collide with only one type of entity ...
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#783 theweirdn8

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Posted 19 February 2012 - 03:41 PM

Has there been any games released with this engine so far?
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#784 Nirvan

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Posted 20 February 2012 - 11:11 AM

What's going on? Houdini didn't reply for long time :|, GMogre forum not working.. :|
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#785 MasterOfKings

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Posted 21 February 2012 - 12:38 PM

Houdini hasn't been on the GMC since December last year. So, wait.

The GMOgre forum was mostly dead, anyway.
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#786 TheSnidr

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Posted 21 February 2012 - 06:24 PM

How does the enable_skybox work? I constantly get unexpected errors when trying to use it. I added this material:
material skybox
{
   technique
   {
      pass
      {
         lighting off
         depth_write off

         texture_unit
         {
            cubic_texture skybox.jpg
         }
      }
   }
}
and enable it with this:
EnableSkyBox(true,"skybox",5000,true)

But it doesn't work :(
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#787 Rexhunter99

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Posted 21 February 2012 - 10:26 PM

I'll say it again despite the countless times I've been PMed about it. OGRE is NOT a good 3D solution, the engine is just too rigid especially for game maker and it is not optimized for older machines so again, you would be telling lots of customers to just bugger off.

All these problems you are getting? Are the work of someone who isn't all that good at making proper libraries (GMOgre) and chose a bad engine as a solution, Ultimate3D is and always will be the best solution other than Mike.Daily adding in shader and vertex buffer support (Which I assume will come in GM9 along with custom data structures)

If you all need these advanced features so badly, why not move to C# or C++? Those languages are better suited for this kind of development and you won't get the latency of using a DLL of a DLL(s)

What we should all be doing is telling Mike.Daily what GM9 needs in the 3D department that isn't going to take him months to put together, shaders for instance would be simplistic, an insertion, maybe some greater control over primitives in a model, more dexterity with textures would be great and ability to access the view, projection and world matrices.
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#788 MasterOfKings

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Posted 22 February 2012 - 07:51 AM

How does the enable_skybox work? I constantly get unexpected errors when trying to use it. I added this material:

material skybox
{
   technique
   {
      pass
      {
         lighting off
         depth_write off

         texture_unit
         {
            cubic_texture skybox.jpg
         }
      }
   }
}
and enable it with this:
EnableSkyBox(true,"skybox",5000,true)

But it doesn't work :(

1) What are the errors?

2) Is the resource location of the material set (both the material itself, and the texture)?

3) Do the same errors occur with a pre-made sky box material, such as...
material Examples/SpaceSkyBox
{
	technique
	{
		pass
		{
			lighting off
			depth_write off

			texture_unit
			{
				cubic_texture stevecube.jpg separateUV
				tex_address_mode clamp
			}
		}
	}
}

4) Have you tried using your material and/or texture with the examples given?

I'll say it again despite the countless times I've been PMed about it. OGRE is NOT a good 3D solution, the engine is just too rigid especially for game maker and it is not optimized for older machines so again, you would be telling lots of customers to just bugger off.

All these problems you are getting? Are the work of someone who isn't all that good at making proper libraries (GMOgre) and chose a bad engine as a solution, Ultimate3D is and always will be the best solution other than Mike.Daily adding in shader and vertex buffer support (Which I assume will come in GM9 along with custom data structures)

If you all need these advanced features so badly, why not move to C# or C++? Those languages are better suited for this kind of development and you won't get the latency of using a DLL of a DLL(s)

What we should all be doing is telling Mike.Daily what GM9 needs in the 3D department that isn't going to take him months to put together, shaders for instance would be simplistic, an insertion, maybe some greater control over primitives in a model, more dexterity with textures would be great and ability to access the view, projection and world matrices.

You say all of that, but GM isn't even intended as a 3D engine. So, GM9 shouldn't dive into 3D, until it absolutely HAS to.

True, adding simple things would be nice; but why should someone work with a development kit that isn't properly suited to 3D. If you REALLY wanted to start off 3D development without paying anything, then Unity3D, UDK, etc, are all better choices over GM.

GMOgre, I think, wasn't intended to make GM as powerful as other engines. It's simply to give it a bit of a boost.
It first came out when GM's 3D capability was pathetically slow. U3D does seem to have its pros over GMOgre, but the fact it's no longer supported (on GM, anyway) and the user base is small makes it hard to use for beginners.

Edited by MasterOfKings, 22 February 2012 - 08:02 AM.

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#789 TheSnidr

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Posted 22 February 2012 - 08:03 AM

1) What are the errors?

Unexpected errors, i.e. "Unexpected error occurred when running the game".

2) Is the resource location of the material set (both the material itself, and the texture)?

Yeah

3) Do the same errors occur with a pre-made sky box material, such as...

Yes, they do... :/

My guess is I'm doing something wrong, but I really can't find what. Is there a skybox example somewhere?
I've also tried making my own skysphere by adding a texture to a sphere with radius 5000, but I don't know how to turn off culling for one entity. Actualy I don't know how to turn off culling at all

Edited by TheSnidr, 22 February 2012 - 08:08 AM.

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#790 MasterOfKings

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Posted 22 February 2012 - 08:17 AM

Unexpected errors, i.e. "Unexpected error occurred when running the game".

Ohhh.

Yes, they do... :/

That's strange.

My guess is I'm doing something wrong, but I really can't find what. Is there a skybox example somewhere?
I've also tried making my own skysphere by adding a texture to a sphere with radius 5000, but I don't know how to turn off culling for one entity. Actualy I don't know how to turn off culling at all

I'm not so sure. If the example materials fail, then it could be something else.

I would throw an example together myself, but I no longer use GMOgre (and can't now, as I don't have GM8.0).

As for culling, under the pass, do...
cull_hardware none
cull_software none
That disables culling. From my old project...
material wall
{
	technique
	{
		pass
		{
			cull_hardware none
			cull_software none
			texture_unit
			{
				texture temp_floor.png
				tex_address_mode mirror
				filtering none
			}
		}
	}
}

EDIT: Well, I wrote a .gmk a while back which was the basic tutorial 3 (click here). I remember it working (skybox and all). Put it with the other examples, and run it. If you still get the Unexpected error(s), then it's not you.

EDIT2: The .gmk was written for v1.1, so I can't actually ensure it'll work for v1.25.

Edited by MasterOfKings, 22 February 2012 - 08:49 AM.

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#791 TheSnidr

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Posted 22 February 2012 - 08:48 AM

As for culling, under the pass, do...

Thanks a lot! Got the home made a custom sky sphere working now ^^

EDIT: Well, I wrote a .gmk a while back which was the basic tutorial 3 (click here). I remember it working (skybox and all). Put it with the other examples, and run it. If you still get the Unexpected error(s), then it's not you.

Doesn't seem like the download works

I'm trying to make a strategy game that takes place on a small planet. Created a level editor for it yesterday, which lets me elevate the landscape and manually create heightmaps. The project was born yesterday, so there's not much to it yet, but OGRE still makes it look good: http://img43.imagesh...0/utennavni.jpg

Edited by TheSnidr, 22 February 2012 - 09:16 AM.

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#792 MasterOfKings

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Posted 22 February 2012 - 08:51 AM

Thanks a lot! Got the home made sky sphere working now ^^

No problem. :)

Doesn't seem like the download works

It does. Although, McAfee Site Advisor just popped up telling me the site is dangerous, so it could be an AV issue.
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#793 TheSnidr

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Posted 22 February 2012 - 05:56 PM

DISREGARD THIS!
I did a horrible mistake - instead of adding 60 trees, I added 60*60=3600 trees... Lol. No wonder it was slow

Original question:
Spoiler

Edited by TheSnidr, 22 February 2012 - 07:24 PM.

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#794 interpolicer

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Posted 23 February 2012 - 08:55 PM

Hm... If I so much as give a command in any example, the app crashes. Even as pressing a button.
GM8.1 compatibility?

Edited by interpolicer, 23 February 2012 - 08:55 PM.

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#795 TheSnidr

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Posted 23 February 2012 - 09:42 PM

Hm... If I so much as give a command in any example, the app crashes. Even as pressing a button.
GM8.1 compatibility?

It doesn't work in 8.1. Use 8.0


I'm having some trouble with static geometry. When I use BuildStaticGeometry, I get an "Unexpected error occurred", and the game stops. The log doesn't say anything about what went wrong, and I can't find any wrong piece of code in my script:
globalvar static_trees;
static_trees=CreateStaticGeometry()
entity=CreateEntity("treemesh")

with obj_tree
{
    normalize(x,y,z)
    _x=xx
    _y=yy
    _z=zz
    orthogonalize(xx,yy,zz,1,1,pi)
    euler_create_matrix(_x,_y,_z,xx,yy,zz) //Returns yaw, pitch and roll in radians

    AddStaticGeometryEntity(static_trees, other.entity, x, y, z, radtodeg(yaw), radtodeg(pitch), radtodeg(roll), 1+random(0.5), 1+random(0.5), 4+random(3))
}

BuildStaticGeometry(static_trees)
What am I doing wrong? Commenting out either BuildStaticGeometry or AddStaticGeometryEntity prevents the unexpected error, but they just won't work together

Edited by TheSnidr, 23 February 2012 - 10:18 PM.

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#796 Netherface

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Posted 26 February 2012 - 03:18 PM

I have discovered a problem with physics and shader. The physics it works correctly if i use the fixed ogre pipeline but if i add some materials with shaders the physics can freeze(only "automatic" updates, if i modify the newton body position/rotation/ecc the node it translate/rotate/ecc perfectly). Reorganize the material using different combination of .program, .materials, .cg can solve the problem but this solving organization can change using different pc's.
In gmogre1.10 this problem does not occour.
There is a solution using gmogre 1.25?
I use gm8.0 obviously.

Sorry for my english :(

Edited by Netherface, 26 February 2012 - 03:20 PM.

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#797 GS-games

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Posted 26 February 2012 - 09:16 PM

Just what I was looking for! I hope it isn't to complicated. Posted Image
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#798 Rexhunter99

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Posted 26 February 2012 - 10:47 PM

Just what I was looking for! I hope it isn't to complicated. Posted Image

Prepare to be dissapointed.

I'm rather shocked that it forces users to use 8.0 which is clearly an inferior Game Maker by a very long shot, we are not talking about the Game Maker 6.1 to 7.0 push, 8.0 to 8.1 was a MASSIVE improvement.
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#799 TheSnidr

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Posted 26 February 2012 - 11:09 PM

Why is it when I use this extension with GM8.1, the game will start rendering just fine but ignores all input unless I use escape to close it in which it just hangs :wacko: Could someone tell me what I am doing wrong all I did was attempt compiling the examples provided without modifying them?

I understand you don't feel like reading the entire topic, but please at least read the last page?

Edit
And by last page I mean the previous page ^^

Edited by TheSnidr, 26 February 2012 - 11:10 PM.

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#800 kburkhart84

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Posted 27 February 2012 - 01:15 AM

The extension wasn't exactly "built" for GM8.0, rather, the extension uses GMAPI, which has hardcoded pointers to GM's internal functions, allowing code in the dll to directly call those functions, making things much faster. With GM8.1, those pointers are no longer correct, and so this dll no longer works.

A workaround, if Houdini were wanting to fix it(which I don't think, because it's been a while now) would be to either completely remove the part that directly calls GM's functions, and instead do it differently, possibly returning code that should be executed through the dll functions. Or, since the newer GM has a function that gets the pointer to a given function, the dll could somehow be initialized with those, and then could work similar to the way it works now.

The problem is that either way, it complicates things, and a person only has a given amount of time. I myself have wanted to create a dll for use with the Irrlicht engine, but it takes a lot more work than I currently have time for.
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