Author Topic: Version 1.22 has been released!  (Read 3894 times)

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Version 1.22 has been released!
« on: November 24, 2010, 09:42:17 pm »
This is a minor update with some tweaks and small fixes.

Changes can be found here: http://www.jpct.net/changes.html

Have fun!

Offline fireside

  • double
  • *****
  • Posts: 605
    • View Profile
Re: Version 1.22 has been released!
« Reply #1 on: November 24, 2010, 10:07:02 pm »
Are serialized objects larger or smaller than 3ds?
click here->Fireside 7 Games<-

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Version 1.22 has been released!
« Reply #2 on: November 24, 2010, 10:11:01 pm »
Depends on the 3ds, i think. They might be larger in most cases, but you can zip them pretty well.

Offline AGP

  • quad
  • ******
  • Posts: 1526
    • View Profile
Re: Version 1.22 has been released!
« Reply #3 on: December 05, 2010, 03:56:25 am »
Thanks a lot, Egon, this one was a long time coming. Now may I ask again for a camera import method for .3ds? Or, more ambitiously, an fbx loader? I really need to be able to import a perfect camera. So much so, I have a huge game (5000+ lines) I wrote in Java I'm thinking of porting into Unity and converting it into its version of JavaScript just for the camera issue alone (Unity opens .max files).

Offline AGP

  • quad
  • ******
  • Posts: 1526
    • View Profile
Re: Version 1.22 has been released!
« Reply #4 on: May 15, 2011, 06:59:11 am »
So, any news on version 1.23? I fear you might not be releasing it because you're unsure about the very-very-very needed Skybox class. :- )

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Version 1.22 has been released!
« Reply #5 on: May 16, 2011, 12:20:30 am »
There's no particular reason not to release it...i'll try to release it within the next week or two (can't tell it exactly, because playing The Witcher 2 might come in the way... ;) )

Offline androidman

  • byte
  • *
  • Posts: 14
    • View Profile
Re: Version 1.22 has been released!
« Reply #6 on: June 01, 2011, 04:56:28 am »
it's a great news!

Can you explain for me What are following component's purpose?

 +/the GL20 class and GL20Handler class.
 +/defaultFragmentShader.src, defaultVertexShader.src

How can i use them?
« Last Edit: June 01, 2011, 05:05:46 am by androidman »

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Version 1.22 has been released!
« Reply #7 on: June 01, 2011, 08:16:23 am »
Wrong thread, as this is about 1.22 and not 1.23..but anyway. GL20 and GL20Handler and the shaders are part of upcoming OpenGL ES 2.0 support. In 1.23, the classes are already there, but support is limited. There is a way to enable it anyway, but i won't tell... ;) Just ignore them for now.

Offline panthenol

  • byte
  • *
  • Posts: 12
    • View Profile
Re: Version 1.22 has been released!
« Reply #8 on: June 01, 2011, 11:28:44 am »
Just about the camera , it's very easy ,
you can parent a bone with two joints to the camera , bake the camera animation on top of it  and export it with ogreMax
then , you can use the bone to orient the camera , ( the first joint for the position , and the second for the orientation ( using lookat)  )
the small issue would be lenses and safe action zone , but it's not a huge problem

personally , since i do all the levels in maya ( or max , or softimage , or blender  ;D) i would not need unity at all
I export everything in obj ( or 3ds) , and I have the  exact same scene in jpct by reading object names in the *.obj
« Last Edit: June 01, 2011, 11:36:27 am by panthenol »

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11777
    • View Profile
    • http://www.jpct.net
Re: Version 1.22 has been released!
« Reply #9 on: June 01, 2011, 11:48:11 am »
Just about the camera , it's very easy ,
you can parent a bone with two joints to the camera , bake the camera animation on top of it  and export it with ogreMax
then , you can use the bone to orient the camera , ( the first joint for the position , and the second for the orientation ( using lookat)  )
the small issue would be lenses and safe action zone , but it's not a huge problem

personally , since i do all the levels in maya ( or max , or softimage , or blender  ;D) i would not need unity at all
I export everything in obj ( or 3ds) , and I have the  exact same scene in jpct by reading object names in the *.obj

Wrong thread  ???