Ethernaut

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Viewing 15 posts - 181 through 195 (of 288 total)
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  • in reply to: Help creating my own meshes #9848

    Ethernaut
    Participant

    Sorry, can’t post the code… getting a “403 Forbidden:A potentially unsafe operation has been detected in your request to this site.” error.

    Has anyone else had this problem?

    in reply to: Monkey2 3rd party IDE #9742

    Ethernaut
    Participant

    There isn’t a “complete” solution yet, but some IDEs out there show a lot of promise.

    The Atom M2 package works really well, the main problem right now is the lack of a debugger (and it kinda freezes in MacOS when the app crashes in debug mode last time I was using it).

    Mollusk is great, the only things missing are debugger support and better autocomplete.

    Ted2Go is coded in Monkey2, is evolving fast, has good autocomplete and feels designed specifically for M2 (because it is!). I often switch to it when I need a debugger. It still doesn’t have the best text editing in MacOS (lacks some standard keyboard MacOS shortcuts) and crashes occasionally. The top menu UI needs some work too, but that could be a MojoX problem.

    Cheers.

    in reply to: Trouble loading 3D models #9355

    Ethernaut
    Participant

    I get an “Array index out of range” on the Gltf2Loader class, in the LoadModel method. The error goes away when loading one of the files provided with Mojo3d instead of mine, which makes me think those were created in a specific way that works, which is why I want to know how they were created. I’ve provided a file that crashes for me, so that anyone interested can try on their own.

    Bottom line is, has anyone successfully loaded their own gltf files?

    in reply to: Trouble loading 3D models #9350

    Ethernaut
    Participant

    Thanks, that worked! 🙂

    I still can’t load gltf files. Mark, how did you make the files from your examples?

    in reply to: Moving 3D physics object #9330

    Ethernaut
    Participant

    Some “player object” system (sometimes called “Arcade Physics”, since it’s designed for non-realistic movement) that still collides/reacts to some degree with physics objects would be amazing! It was one of my main gripes with Unity3D, dealing with Physics and “Character Controller” movement didn’t feel like a fully integrated system.

    in reply to: Mojo3D PBR material "glows in the dark" #9251

    Ethernaut
    Participant

    Thanks Mark! Keep up the good work.

    in reply to: Mojo3D PBR material "glows in the dark" #9235

    Ethernaut
    Participant

    That looks like what I’m seeing, I don’t see the original environment image reflected in the donut, just a sharp, 1×1 version of it seemingly without filtering. But that paper seems to indicate it as resolved?

    As for the gamma, I think what’s confusing me is not the fact that it’s linear (which is absolutely the way to go!), but the fact that I’m getting inconsistent results depending on where I use the values.

    I made a texture in Photoshop with values from 0.1 to 0.5, brought it in as a sprite, and it looks in Mojo3d exactly like what it should! But drawing a rect in Mojo with Color(0.2, 0.2, 0.2) and using the same color as the scene.ClearColor gives me different results, which feels unintuitive. Here’s a screenshot:

     

    Shouldn’t a gamma curve be applied to the Color class before rendering in Mojo3d (so it’s always assumed to be sRGB gamma), so it matches a texture with the same values?

    Cheers!

    in reply to: Mojo3D PBR material "glows in the dark" #9229

    Ethernaut
    Participant

    Here’s a simplified code that does the same thing:

    This time I tried using a material with the color set to Color.Black, and it looks surprisingly like light grey when the light is on, instead of the black matte look I was expecting, which is why I think something is wrong with the gamma. Same thing with the bg colors: setting the background to (0.2, 0.2, 0.2) looks like a medium grey, instead of dark grey.

    This is what it looks like with clearcolor ( 0.2, 0.2, 0.2 ), a Color.Black material and no lights:

    Since it’s all physically based and we’re using non-float, non-hdr textures, shouldn’t we do something with either the input or the output gamma? Like this: https://renderman.pixar.com/view/LinearWorkflow

    With the light off it looks like the image I posted before.
    Cheers!

    in reply to: Mojo3D PBR material "glows in the dark" #9222

    Ethernaut
    Participant

    Thanks Mark! That does the trick. It’s nice that I can set the environment for the whole scene, instead of per material.

    I absolutely agree with the “everything is shiny” approach, but as someone with 20 years of CG experience, something seems a little off to me. Shouldn’t the roughness affect how “blurry” the environment seems?

    But the main thing is how intense the reflection looks like, it’s almost as if the gamma is off somewhere, as you can see in the image I sent. Do the textures use the same gamma curve as the renderer? Can we control that somehow?

    Anyway, I don’t mean to sound negative, I’m really enjoying Mojo3D so far!
    Cheers.

    in reply to: Mojo3D PBR material "glows in the dark" #9183

    Ethernaut
    Participant

    Ambient light is zero. No other light sources.

    in reply to: lots of errors in both important tutorials #9178

    Ethernaut
    Participant

    Hi,

    Which tutorial are you talking about? Can you post a link?
    These cover a lot of ground: http://monkeycoder.co.nz/forums/topic/monkey-2-examples-github/

    Are you sure your installation is working properly? What are the errors you’re getting? I can compile the examples without issues here.

    in reply to: TED Save As. #9130

    Ethernaut
    Participant

    I have the exact same issue, MacOS as well. 1.1.04 works. I started to notice this issue on Ted2Go 2.3.2, before Monkey 1.1.05 was released.

    in reply to: Structs and foreach loops #8894

    Ethernaut
    Participant

    Hmmm, couldn’t figure it out with List… here’s how I do it with Stacks, though.

    in reply to: Perfect Maze Generation #8563

    Ethernaut
    Participant

    Yay, code snippets! Thanks for sharing.

    in reply to: RenderWindow description? #8480

    Ethernaut
    Participant

    Hi,

    If you look in the “src” subfolder you’ll find the renderwindow.monkey2 file that contains the RenderWindow class (which is an extension of the Window class), as well as other classes like Player and Actor. It adds some features I need like simple to use parallax, layers, mouse coordinates in world space, etc. I’ve made many changes to it since then, will probably push those changes to Github eventually.

    I made that test when I had just started to learn Monkey2, so don’t take it as a good example on how to do things in the best way possible! 😉

Viewing 15 posts - 181 through 195 (of 288 total)