www.jpct.net
General => News => Topic started by: EgonOlsen on November 24, 2010, 09:42:17 pm
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This is a minor update with some tweaks and small fixes.
Changes can be found here: http://www.jpct.net/changes.html (http://www.jpct.net/changes.html)
Have fun!
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Are serialized objects larger or smaller than 3ds?
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Depends on the 3ds, i think. They might be larger in most cases, but you can zip them pretty well.
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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).
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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. :- )
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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... ;) )
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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?
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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.
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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
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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 ???