Name: Martijn Pieters
Member since: 2000-03-08 13:36:26
Last Login: N/A
Homepage: http://www.zopatista.com/
Notes:
Gosh, my homepage is defunct; what else is new. Mail me at mj <at> zopatista.com instead.
Okay, I have an SourceForge Project for my RA2 import/export code. All I need now is time.
Personal time
Hardly any this week, and not for the next two either, I don't think. One of our customers will be launching then, and I have unconvered some problems with the Squid ESI that I am working with Robert Collins to solve. Which means this Memorial Day weekend is gonna involve some non-family time... *grmbl*.
I now have passable exports of RA2 bots to VRML. If you want to see what I mean, have a look at the example exports of all bots included in the game (plus some extras).
I have also been given permission by our CEO to make all related code Open Source; Zope Corp has no commercial interest in 3D Studio-rleated formats to VRML. bounce.
There still seems to be an edge case in my transformation matrix decomposition code though; some arenas have weirdly rotated items. I'll sort those out eventually.
Aikido
I had my first Aikido training session last night. Wow, I like this sport very much. It directly addresses all the reasons for stopping with Judo all those years ago.
Sigh. It is clear that my decomposition of the transformation matrices is incorrect; I get vastly incorrect rotation and sometimes incorrect scaling values. Banging my head against the desk didn't help either..
The problem seems to be that the matrices are assuming a left-handed coordination system, while my algorithms are for a right-handed one. So far, my research has failed to bring up anything useful.
Other than that I have a complete export of all RA2 components, and the minor scaling and rotation issues should be solvable by hand.
8 May 2003 (updated 8 May 2003 at 19:16 UTC) »
Okay, further research has shown me that RA2's Havoc engine must be expecting left-handed coordinates, unlike VRML and 3D Studio Max's right-hand coordinate systems.
This means I'll have to negatively scale all x coordinates and flip all normals. May as well include that rotation around the X-axis as well then (VRML has Y as up, while 3D Studio Max sees Z as up).
Update: Negating the x-axis, and changing the face vertex direction solved the mirror image problem. I still have the rotation problem though; There must be a way to convert the transformation matrices.
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