Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.announce,scee.yaroze.programming.3d_graphics Subject: RELEASE ANNOUNCE: RsdANIM v1.5 Date: 17 Aug 1998 18:17:19 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 216 Message-ID: <01bdca0a$929ba700$230b0a0a@Angela1.intelligent-group.com> NNTP-Posting-Host: 194.131.235.3 X-Newsreader: Microsoft Internet News 4.70.1155 Xref: chuka.playstation.co.uk scee.yaroze.announce:81 scee.yaroze.programming.3d_graphics:839 Announcing the next release of RsdANIM (1.5), and RsdANIM_lib (v2.0). Available from my yaroze WWW page now.... Changes from 1.4 are listed below. Action Replay support is removed from this release (not permanently, just for a while). ----------- [28/7/98] o Started adding code to use the Datel Action Replay to provide a fast previewer actually on the Playstation itself (taken from my ARS server/client code). o New toolbar added "Action Replay Control". o AR port setup available in options dialog. o AR comms class integrated into program (based on the stuff I wrote for ARS). [29/7/98] o AR texture download works. Bloody quick it is as well. o Fixed bug in vertex selection (couldn't click to select a single vertex if you had Show Vertices enabled without having Show Model enabled as well). o Added the "View Track" check box to the Action Replay Control toolbar. o Added Action Replay Comms Error dialog in case comms ops timeout. Provides Retry or Cancel options. o New CRC checked block transfer method for AR comms. I should go back and put this into ARS :) o Added AR model download code (save a temporary TMD as "c:\temp\temp_tmd.tmd", then downloads that). [30/7/98] o Added AR zoom & rotation control. o Coded Playstation side previewer. o AR preview mode works fine now....excellent!!! [2/8/98] o Improved speed of AR download approx. 300% by changing the process priority for the duration of the download, and removng timeout detection once a download is in progress (you may occasionally get an error using this, but it's worth it for the 99% of the time it works fine and is loads faster). o Added AR forced EXE download to put the previewer onto the playstation real quick. I probably cann't actually do a release with this code in, but it's quite useful. o Added playstation graphics resolution selection to the AR previewer and RsdANIM. o Added remote reset button to the AR Control toolbar. [3/8/98] o Added poly4 support to the TMD saving routine. New primitives: FP4 GP4 FP4N GP4N FTP4 GTP4 FTP4N GTP4N This is used both by the direct TMD saving code (Save As->TMD) and the Action Replay previewer, (which saves out a temporary TMD to download to the Playstation). o Inlined the playstation side AR previewer EXE into the RsdANIM executable. This will probably not make it into a general release version (see note on forced exe download on 2/8/98). ============================================================================ === [4/8/98]: Limited distribution source release 1.5 (prerelease) Released to a small number of people who offered to help with debugging some issues with the Direct3D code. Thanks to Steve Spiller & Mario Wynands for their help. ============================================================================ === [5/8/98] o Added CPU & GPU load profiler to PSX side previewer. o Added switches to turn these on and off from RsdANIM's TOOLS menu. o Fixed bug in RSD saving, bones skeleton now correctly saves baseframe skeleton instead of current edit frame skeleton. [6/8/98] o Bones skeleton now saved for all keyframes, previously only the baseframe skeleton was saved. Older bones files will still load, but will save out in the new extended format. o Plugged the memory leak (at long last) that's been giving me grief since v1.0 :) o When we arrive at the final frame of an animation, correctly set the bones and stuff (the 2nd to last frame's bones skeleton was being set instead). [7/8/98] o Added new binary MIMe save code. o Extended the PSX side RsdANIM library with two new functions: LinkMIMe() : links a binary MIMe file so you can then use InitMIMe() on it. ReleaseMIMe(): releases a MIME_HANDLE and free's the memory allocated to it. o Added support for animation previewing on the playstation. - New button in AR Control bar "AR Send MIMe" - Support in the PSX side previewer for downloading binary MIMe files. (animation plays continously once started). [10/8/98] o Re-arranged the TOOLS menu a bit. o Added new function "Delete Movement" (Tools->Movement->Delete). o Added new function "Remove Texture" (Tools->Texture->Remove). Removes all refferances to the selected texture from the model. All faces painted with it are made coloured, all other texture ID's are renumbered and the texture is removed from the RSD altogether. o Slight fix to the set as coloured face option. o Added new function "Rename Movement" (Tools->Movement->Rename) o Added new function "Rename Keyframe" (Tools->Keyframe->Rename) o Added new function "Rename Poly Group" (Tools->Group->Rename) o Added new generic rename function (Edit->Rename), will rename Movements,Groups or Keyframes. [11/8/98] o Added new function "Ungroup Polygons" (Tools->Group->Ungroup). o Fixed tools menu Tools->Keyframe->Delete to actually work. o Added new generic delete funtion (Edit->Delete), will delete Movements & Keyframes and ungroup Poly Groups (really, it deletes the grouping information, hence it being on the delete option). o Following Mario's suggestions on Backbuffer/Z-Buffer creation in the Direct3D code, I've added some retry code that attempts to ensure that the display is actually created correctly. A bit techie, but what it does is shrink the window and keep trying to create a Direct3D display using repeatedly smaller windows until it finds a size that your 3D card can handle. Note that this doesn't apply if you're using the software renderer. o Added a new pane in the Options dialog. This allows you to set the maximum view pane size. So, you can setup a huge max size so that you can have a single view full screen? Well, perhaps. Depends how much memory you've got on your 3D card. If you're using the software renderer (NO from the startup dialog) then you're in luck, as the DirectX 6 software renderer will happily display 1280*1024*16bit Z-Buffered 3D images. Of course, the bigger the display pane, the slower it updates...... [12/8/98] o Added new recentering function to the Model info panel, to allow all frames of an animation to be re-centred. o Re-scale & re-centre now correctly effect the bones skeleton. o Holding down shift when selecting bones with the pick tool will now select bones when you click on their start joint. o Holding down shift when using the Rotate Bone tool will now rotate about the joint end instead. o New function "locked rotate joint". Not sure how to describe what it does - try it on a model to see. [13/8/98] o Recoded the Direct3D textured display driver to get a bit better performance. o Fixed the problem with using shift as the joint/bone modifier. [14/8/98] o Improved the drag & drop operation of the Project Manger Tree slightly. o Right click on an item in the Project Manager Tree now gets you a popup menu with common operations in it. Exactly which depends on what type of item you click on (eg. right-clicking on a Keyframe get you a menu with Edit Info,Rename,Replace & Delete in it). [15/8/98] o Model Info dialog now shows centre point of object as well. o Rotate joint & locked rotate joint now show the angle (in degrees & radians) in the view pane. o "Save As Rsd" now actually works and saves as the RSD filename you select. [17/8/98] o Added "Measure Angle" function. o More performance optimisations in the texture view display code. o Optimised the RecalculateVertexNormals() code (improves display speed). o Play Preview (on PC) - right button click & drag to change viewing angle now works whilst a preview is playing... ============================================================================ === [4/8/98]: Public Release 1.5 NOTES: The AR control stuff isn't disabled is this release, but I've not released the Playstation side client yet, as I've yet to put together a Yaroze libps built version (current version uses pro-dev librarys). ============================================================================ === -- Craig Graham, EMAIL:cgraham@hinge.mistral.co.uk ========================================================== +++ REALITY DRIVER ERROR - PLEASE REBOOT UNIVERSE +++