Tooll2 demotool source released on github! :)

category: general [glöplog]
What do you guys think?

PS Huge respect to Pixtur his team :)
gotta finish revision-releases. Binary and docs will follow next week. :-)
added on the 2016-03-26 17:08:42 by pixtur pixtur
watched the seminar, was quite inspiring :) can't wait to lay hands on that tool \o/
added on the 2016-03-26 17:12:22 by HellMood HellMood
Glad to hear that. I've already managed to compile the source and load up the operators without using git, but the tool keeps crashing on me any time I click in the 3d viewport which was quite frustrating... Hopefully, I will be luckier with the binaries from your upcoming release :))
Cheers, man.
added on the 2016-03-26 18:09:35 by bartman bartman
crashes when trying to ShaderBytecode.CompileFromFile( assets-common/fx/Default.fx (FileNotFound exception)
added on the 2016-03-26 18:28:26 by bartman bartman
It seems there are no assets in the repository. Config files contain references to missing files and perhaps that's one of the reasons why Tooll2 crashes... However deleting all in Config directory didn't help much...
You guys need some of the assets in order to run it properly, these are for historic reasons not part of the repo. I guess pixtur will provide them soon as I think he had to prepare a public version for his seminar anyway.
added on the 2016-03-26 18:54:39 by cynic cynic
Thanks for the info. Looking forward to see the public version online! :)
OK. Got the viewport working! I got some missing assets from Coronoid demo:
Perhaps they are a bit dated, but using them seems to eliminate the imminent crash while clicking in viewport. Hopefully this will do the trick until proper release! :))
Great tool!
added on the 2016-03-26 19:24:17 by viscid viscid
i gotta have github and a repo? i got the plain operators dezipped but it still wants to fettsch. igitt. the pun is for free. ;)
added on the 2016-03-26 20:31:48 by yumeji yumeji
You don't need have github and a repo. What I did was this:
1. Download both repos (tooll and tooll_operators as zip files)
2. Compile the tooll project with VS2013 Express (you get Tooll.exe in your root tooll master dir)
3. Create Operators folder in the root dir tooll master
4. Copy everything from tooll_operators-master.zip to the Operators folder.
5. Clean up everything from Config folder of the master tooll dir (or at least delete lines with non-existent file/dir references from all the config files).
6. Copy assets-common dir from Coronoid demo (http://www.pouet.net/prod.php?which=65256) the master tooll dir. You may want to copy some missing files from Libs and Config and assets-coronoid from Coronoid as well.
7. Start Tooll.exe and it should start making definitions for operators and then open an interface to load song, waveform snapshot, demo title, etc.
8. If everything is done correctly, then Tooll2 should open and work OK.

PS Excuse me if I missed something or confused some steps. All above was a bit of a trial and error and voodoo magic ;))
thx. that did it. i basicly just deleted the default projectsettings tho. that's not correct. and... i made it crash already. but... that's my fault/built. x)
added on the 2016-03-26 21:43:43 by yumeji yumeji
You're welcome, mate.
Going through the example setups I still can't see if tooll2 supports normal maps. There is a ToNormalMap and NormalMapper operators, but I can't figure how to use them on a materal. Any ideas?
the normal mapper is the material itself. you can load a diffuse map and a tangent normal map. the tonormalmap is a converter that generates a normal from a greyscale image. basics well covered. BB Image
added on the 2016-03-26 23:18:17 by yumeji yumeji
if you want more complex shading you gotta use shaders ofc then. care about the input parameters. i haven't found it all yet howto... in there tho. i missed a good bunch of the seminar.
added on the 2016-03-26 23:22:47 by yumeji yumeji
Thanks. I see now, but it seems that ToNormalMap seems to ignore procedural textures which is a bummer... Have you managed to figure how the Compute occlusion option works?
i haven't seen that. just trying... it doesn't work on my build. i'd have to 'debug' or figure out what it does or should do, but... not now. :P
added on the 2016-03-27 00:40:14 by yumeji yumeji
OK. I will also consult my pillow ;))
Another thing is casting shadows from lights. I don't see if it's possible at all... Anyone knows how to do that?
Wow, it's great to see that you already started! Revision is not the best environment to write documentation, but next week I will setup github pages and paste the current state of the documentation. It covers the basics of operators and things like hotkeys and stuff.

For feature-requests and bugs regarding the UI, it would be ideal to create github issues.

There is a lot that can be achieved within Operators (c# or hsls), though. Shadows is probably such a thing, but it's beyond my own coding-skills.

Do you think, that an IRC-channel would be a good idea?

Here are a bunch of more or less up to date tutorial videos.
added on the 2016-03-27 14:43:52 by pixtur pixtur
Great. Thanks for the info. I don't mind an IRC channel, but remembering the way people worked on enhancing werkkzeug4, github issues/requests pages imo were just enough in terms of communication.
Maybe a forum? Erbsen's at untergrund.net used to be a home for werkkzeug1,3,4 fans. Seems to fit the bill nicely. http://erbsen.untergrund.net/board3/index.php.
What do you think?
added on the 2016-03-27 15:58:28 by psenough psenough