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Wings 3D Development Forum Wings 3D Design & Development v
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Heightmap Surface [plug-in] (updated: 2014/Jun/30)

 
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Heightmap Surface [plug-in] (updated: 2014/Jun/30)

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ggaliens
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#11
11-20-2012, 01:32 PM
Zip vs TAR ...

If I'm not mistaken ... *.ZIP is not supported by the plugin-installer on the Wings3D menus ? Or were my eyes failing me again. Please advise.
micheus
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#12
11-20-2012, 02:00 PM (This post was last modified: 11-20-2012, 02:52 PM by micheus.)
Well, I was assuming that you could unzip it and copy the files manually to the right place - something like "c:\program files\wings3d_1.4.1.36.g53af2\lib\wings-1.4.1.36.g53af2\plugins\primitives" under Windows.
_____

Ok, I just upload a .tar file.
Also, I was thinking you were interested to play with the source code.
ggaliens
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#13
11-20-2012, 02:55 PM (This post was last modified: 11-20-2012, 02:56 PM by ggaliens.)
I will want to play with the source files, so thanks for sharing them.

But ... since you were including language files (three) and one beam file. I figured maybe you should consider the .tar or .gz format. I know it might "scare" some Windows people. LOL. But it is loved by the installer.

I wonder if we can make the plugin installer love zip files too ?
micheus
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#14
11-20-2012, 03:00 PM
(11-20-2012, 02:55 PM)ggaliens Wrote: I wonder if we can make the plugin installer love zip files too ?
I think it's possible to be implemented: Erlang -- Zip
(anyway, I didn't check the source code where tar file is managed).
optigon
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#15
11-20-2012, 03:11 PM
Micheus and gg, both you guys know how to use git.
Just create a remote and fetch the branch you want to test Wink

I sometimes also help dev for a project called mypaint, and their users pull git branches for testing without having any coding skills! Of course wings is a tad bit more complicated to build. But once the dev/git environment is setup, it's dead easy to try the latest version of wings any dev is producing.
micheus
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#16
11-20-2012, 03:24 PM
(11-20-2012, 03:11 PM)optigon Wrote: Micheus and gg, both you guys know how to use git.
Just create a remote and fetch the branch you want to test Wink
Definitively I think I'm not knowing how to express myself. Undecided
The plugin sources are already on github and about the possibility of use zip files - if I decide to implement it - of course I'll submit it to github too. Wink

We are flooding the thread. If there is an "Close Thread" button there, plese use it.
optigon
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#17
11-20-2012, 03:42 PM (This post was last modified: 01-15-2013, 03:13 PM by optigon.)
Thread Closed.
----
Thread reopened at Micheus' request.
micheus
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#18
01-15-2013, 04:02 PM (This post was last modified: 01-19-2013, 01:03 PM by micheus.)
Updated: It was added dialog preview support for latest snapshot.

Before you (ggaliens) ask me: yes! I'm using a very small #we (cube) - as you suggested in post #2 (and I already tried before) - and using pst field for carry all data I need to draw it (It's all in memory).

It's really fast than creating a full #we for each update (left using full #we and right using pst+draw OpenGL):
http://www.youtube.com/watch?v=h9BAIxhHC4A
It was used images with this dimensions: 512x512 and 2362x2362 (that is not relevant since they were converted to 384x384)

The code on the github: mv/heightmap_surface_preview

[edit]
edited the resolution note below of the video.
ggaliens
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#19
01-15-2013, 10:07 PM
I think after preview ...

You still want to do all the polygon creation in the DRAW routine ... always keeping just that place-holder #we{ } .

I should just try it before I comment.

I did notice that you only went maybe 333 x 333 ?

It looks good Micheus. I am excited to try it.
micheus
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#20
01-15-2013, 10:34 PM
(01-15-2013, 10:07 PM)ggaliens Wrote: I think after preview ...
I know what you are talking about. I just need learn how to use "save" option for get_data. I also need to improve a little the code. I'll do an update soon.

Yeah, try it. Smile
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