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 Post subject: lua dev filters
PostPosted: Sun Jan 16, 2011 5:48 am 
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Joined: Wed Jul 20, 2005 12:59 am
Posts: 33
Location: Austin, T.X.
im just gonna ask but i might figure it out who knows.

just wanna change the lua filter scripts so its something like....

my devfilter.granny.lua example:
Code:
function GrannyMeshOverride(bodyid)
   if (gGrannyFilter[bodyid]) then
      local meshname = gGrannyFilter[bodyid].meshname
      if (meshname) then
         --~ printdebug("granny","OverrideMesh: GrannyID to Mesh ",bodyid," -> ",meshname) -- might be executed very often here -> disabled for now
         return meshname
      else
         meshname = "nodraw.mesh"
      end
   end
   return nil
end

(currently trying variations on what i have above)

i dont know lua so it might be harder than i think (like outside of lua) but if someone could just school me for a sec XD i could use a "no draw" :!: or "unused" :?: for everything that needs modeling. (im gonna use "!" and "?" as model shapes for markers cause im a visual person)

thanks.

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 Post subject: Re: lua dev filters
PostPosted: Sun Jan 16, 2011 3:38 pm 
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Joined: Tue Apr 18, 2006 10:28 pm
Posts: 823
Location: Munich, Bavaria, Germany
the granny stuff is only used for character models, they're all there in uo data, so nothing missing there.

what's missing is a lot of "static" models (trees, furniture, scenery etc),
there's a list here : http://iris2.de/index.php/Item_Model_List


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 Post subject: Re: lua dev filters
PostPosted: Mon Jan 17, 2011 6:58 pm 
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Joined: Wed Jul 20, 2005 12:59 am
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Location: Austin, T.X.
yes yes the link..... u_u

so where could i replace missing statics with markers?

mostly because well (and im being polite) i dont like the organization of the model list...id rather do this in game so i can decide visually whats more important to me as the player views it.

btw i found a zip file of the old iris framework tools XD i know it wont do anything for the current iris...but the particle editor was always fun lol

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 Post subject: Re: lua dev filters
PostPosted: Tue Jan 18, 2011 10:21 am 
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Joined: Tue Apr 18, 2006 10:28 pm
Posts: 823
Location: Munich, Bavaria, Germany
hmm, in the list when you click the images, you can see something like mdl_003239 on the left,
that's the filename you can look for inside iris/data/models

i think there was a "dumpmissing" option or so to export the missing models encountered as images to a folder,
but i don't know the details, best way to find is probably email to hagish at schattenkind.net ,
if i recall correctly he was the one who implemented it.

can you make a dummy model for testing (and export to ogre.mesh if possible, or just send me the blender file) ? maybe i can also add some code to use it instead of making those billboard placeholders
in the next few days.


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 Post subject: Re: lua dev filters
PostPosted: Tue Jan 18, 2011 9:11 pm 
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Joined: Wed Jul 20, 2005 12:59 am
Posts: 33
Location: Austin, T.X.
Ill be taking a better look through iris today if i cant find it ill ask him, much thanks :)

and by dummy model you mean the ones i mentioned? (the exclamation point and question mark.)
if so yeah for sure, ill get around to it today. :P


~removed attachments
redoing/trying cause idk much about getting stuff into ogre/iris apparently :/ thought itd be simple lol.
3dsmax > collada > blender > ogre (for statics) cause ogremax is limited with no license anyway.

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