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A place to share tutorials and tips&tricks on worldbuilding in VRML/X3D but also any other platforms.

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Latest Activity: Nov 8

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fabricator

real time shadows 11 Replies

Started by fabricator. Last reply by Steve Jun 27.

Bruce Lehmann

VRML Tutorial 7 Replies

Started by Bruce Lehmann. Last reply by thyme Apr 10.

fabricator

Stupid tricks for vrml Browsers 1 Reply

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Tito Comment by Tito on April 9, 2009 at 12:08pm
Thanks for all the nice comments about the tutorial, though I feel is more than I really deserve. After looking at it again, if looks so quick and dirty, and rightly so, since I did not even nestled the paragraphs in tables or used CSS code for neatness. I guess I was just too much on a hurry to get it out of the way, but I will see if I type it again sometime soon, but this time a lot more nicer in presentation and replace the old one with the new one. So anyway, here's the url link to the Deadlock world again, but this time hooked up to ABNet: Deadlock via ABNet
vcard Comment by vcard on April 9, 2009 at 10:38am
Nice tutorial :)

You probably noticed that vivaty studio includes accutrans 3D engine and "should" import Wavefront .obj files.

Unfortunately ... vivaty studio gives errors on importation from various sources and I have seen no updates to address this issue :(
Even the "simple" help link is not working for months :((
I would appreciate that someone on vivaty could notice that and solve this soon.

I still have Vizx3D (a former lineage of vivaty studio) wich uses the same accutrans engine and imports .obj files and a lot other formats with no problems.

vcard
Bruce Lehmann Comment by Bruce Lehmann on April 9, 2009 at 9:29am
Great tutorial :-) Another great conversion program for those of us who are poor, is Accutrans 3D. It will convert a PILE of file types and is only $20 USD.

Both Jordi and I have done reviews/articles on it. Mine can be seen at:

http://3dpnet.ning.com/forum/topics/file-converting

I will place it here also in the under the discussions tab.
Tito Comment by Tito on April 9, 2009 at 8:15am
Just uploaded to my web space the recently converted game map to VRML world called "Deadlock" (I know, strange name, but that 's what the original map creator named it, so that's what I have to stick with). Anyway, Deadlock.wrl is the result of the conversion tutorial that I posted about 9 hours before this very post, so after checking out the tutorial, here's what the end product should look like: The Deadlock world from my tutorial
Tito Comment by Tito on April 8, 2009 at 10:20pm
As an occasional PC gamer, VRML modeler and website developer, I decided about 2 years ago to create a website that will fuse these three concepts in to one. Now, like some of you here on WBandD know about already, the website in question is www.VirtualHL.info. I will be the first one to admit that I have not been very active on the VRML side of things for the past few months, it's just that I have been too busy of late with my web development (E-Commerce) business at home, and just simply don't have enough time for virtual worlds, and even less for PC gaming. I recently managed to take some time to visit the ABNet platform by way of a quick testing of one of my latest Virtual Half-Life projects and to my delight got visited by two fellow ABNet friends. Well, to make a long story short, I ended up promising a tutorial on how I go about converting Half-Life, Counter Strike and other Valve game engine maps (compiled game level maps with the .BSP file extension) to the VRML format. I will try to make this tutorial as easy as possible to follow with plenty of pictures to help. So, you can start by going here for the tutorial:
Conversion Tutorial
Hiperia3D - Jordi R Cardona Comment by Hiperia3D - Jordi R Cardona on September 21, 2008 at 9:36am
that's a good tut on vrml pad. Thanks Alain!
alain Comment by alain on September 16, 2008 at 11:30am
ahah nice idea :)

dont know what to say :)
but I will folow that topic :)
is thay link is in the right way ??

http://www.web3d-fr.com/article.php3?id_article=102

btw , too much frenchie LOL
 

Members (18)

fabricator Bruce Lehmann Doctor Steve Deighv vcard thyme Hiperia3D - Jordi R Cardona alain MIxED Rory tutancamon Tito Russ Kinter Kesja Sara Plecha Artur mars Danny King
 
 

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NEWS

ParallelGraphics starts beta-testing of Cortona3D Viewer 6.0 Beta (previously known as Cortona VRML Client) and invites participants to take part in the beta testing program. Cortona3D Viewer is a fast and highly interactive VRML viewer that is ideal for viewing 3D models on the Web. It works as a VRML plug-in for popular Internet browsers such as Internet Explorer, Netscape Navigator, Mozilla, Mozilla Firefox, Opera, and Google Chrome.

Cortona3D Viewer 6.0 Beta homepage -


Download Cortona3D Viewer 6.0 Beta -


Cortona3D Viewer v. 6.0 Beta: What’s new

Unicode support

Cortona3D Viewer 6.0 provides full support for UTF-8 in VRML.

Localization of the user interface

Now the menus of Cortona3D Viewer can be easily translated into other languages by licensed users.

Latest Web browsers support

Cortona3D Viewer now supports Mozilla Firefox v. 3.0 and Google Chrome.

Phong lighting support

The support for Phong lighting model is provided for graphical cards supporting the shader model v. 3.0 and higher. Limited support for the shader model v. 2.x is also provided.

Improved performance: new DirectX renderer

- Support for real-time anti-aliasing (multisampling).
- Support idle-time anti-aliasing by means of Direct3D.
- Support for composite textures.
- Improved processing of textures and 3D primitives.

Improved installation procedure

The use of Microsoft Installer (MSI) allows for easier installation of Cortona3D Viewer within an enterprise and as a part of third party applications.

New VRML extensions

- The Transform2DEx node allows for positioning layers on the screen and specifying their size in pixels.
- The CompositeTexture3D and CompositeTexture2D nodes allow for adding composite textures to the 3D scene.
- The GradientBackground node allows for creating horizontal or vertical gradient background that is static relatively to the camera movements.

Changes in VRML Automation interface

- Pick method has been changed:
Layers without background: areas with no geometry are considered transparent for the picker.
One-sided surfaces: invisible side is ignored by picker.
Double-sided surfaces: the normal calculation is based on a visible side of the surface.
- New method of geometry bounding box calculation:
§ Now the bounding box can be calculated in global coordinates.


The FreeWRL team have put FreeWRL 1.21.2 on-line, with source, debian (.deb) and Apple OSX dmg downloads.

http://freewrl.sourceforge.net

Summary of changes:
- Verified MIME types for OSX and Linux plugins.

- Classic VRML/X3D parser:
- fixed memory error when IS fields were large.
- dramatic speed improvement in PROTO expansions; visible when large protos are
instantiated.

- XML parser:
- speed increase in parsing attribute values (one test shows 100x speed increase)
- PROTO expansion and Script invocation being reworked - may still have parse errors.
(in progress)

- Source Code:
- OpenGL Shaders code should compile on OpenGL 1.5 and above now (was 2.0 and above)
- CFuncs/sounds.h - include unistd.h on Linux machines.

- Misc rendering changes:

- Javascript, direct writing to scenegraph, boolean values were not correctly translated from
javascript to freewrl internal values.

- FaceSets with Color node, not taking material properties correctly (especially transparency)

- FaceSets, with RGB Color node, keep track of associated material transparency, and work through
color node changes.

- removal of temporary files - code has been reworked, as some temporary files (specific:
files retrieved by wget or curl) were not removed.

- initial work on CubeMapTextures.

- GeoPositionInterpolator - output value not translated to local spatial units. (fixed)
 

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