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Messages - Nick

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1
Projects / Re: Thinking about some RPG...
« on: December 13, 2011, 05:02:10 pm »
This looks stunning already! If you make a structured development plan it'll definitely help you finish the project, I'm sure! So what are those plans?

2
Support / Re: Small Question
« on: February 24, 2011, 06:08:33 pm »
It's still not clear what you want, but I can make some guesses what's going wrong.

You can probably use some of these functions for some objects when rotating and translating:
setRotationMatrix(new Matrix());
setTranslationMatrix(new Matrix());

Also did you mention that you didn't use the i variable in the for loop?

If you're still stuck, please post some more code or explain what you want to achieve.

3
Support / Re: Strange behaviour with static Texture background
« on: December 18, 2010, 06:09:17 pm »
Looks like the same problem as I have, there are some possibilities. You can look at the post I started a few days ago:

http://www.jpct.net/forum2/index.php/topic,1847.0.html

Hope it helps for you, it didn't that good for my project. It did only help for me a little bit when trying to edit the triangles.

4
Support / Re: 3ds model texture behavior
« on: December 17, 2010, 01:55:37 pm »
Hmm, tried the setCulling to false, but nothing helped. I'm now trying to edit an object to make smaller triangles, maybe that helps. I could just give it a try though...

EDIT: Coming back on what paulscode said before: faces which are almost parallel to each other are probably the problem. I was working with generated triangles, but the triangles where not that logical placed. Made one object already with my own triangles, and it's not flickering anymore. And another difference is the size of the 3ds file, it's increased by 20%. I will edit this post if I done with the tests.

5
Support / Re: 3ds model texture behavior
« on: December 17, 2010, 01:11:29 pm »
@EgonOlsen
I'm not using transparency on one of the objects.

@fireside and pauslcode
I've made a new scene with only one object in it, and it still happens, like above screenshot in my last post. You both say it then must be a problem with my normals. What do you actually mean with that? I know normals are vectors that are perpendicular to a surface, but I can't connect that with my problem.

Thanks for your time,

Nick

6
Support / Re: 3ds model texture behavior
« on: December 16, 2010, 06:44:31 pm »
@paulscode
I'm using different objects, so the dark gray/brown color is another model, behind the light gray model. But i'm also finding troubles when looking to just one object, then I'll see through it and can see the other side (Just at some angles, also like above screenshots)

@fireside
I've been messing around with the scaling, but it doesn't seem to help. Also when having objects farther from each other I can look through them.

Also tried to turn off fogging, but didn't help.

Also very funny when compiling the objects, it's even getting worse! Look at the screenshot:

http://img46.imageshack.us/i/compiledp.png/

Does anybody have some tips or have (had) the same problems?

Greetings,

Nick

7
Support / 3ds model texture behavior
« on: December 15, 2010, 11:05:22 pm »
Hello,

I'm having difficulties with displaying and texturing some 3ds models, made in sketchup. When displaying and rotating  the camera, at different angles some models are seen through other models. Turning the camera stops it at some angles. I've added some screenshots for better explanation.

The "wrong" angle: http://img810.imageshack.us/i/wrongb.png/

The "good" angle: http://img217.imageshack.us/i/gooddv.png/

This is the code which I use to import 3ds files and edit them a bit.
Code: [Select]
private Object3D getBuilding(String link, float x, float y, float z, float rotate, String texture) {

Object3D obj = null;
Object3D[] imports = Loader.load3DS(link, 1f);
if (imports.length > 0) {
obj = imports[0];
}
obj.rotateX((float) -Math.PI / 2f);
obj.rotateY((float) ((rotate / 180) * Math.PI));
obj.translateMesh();
obj.rotateMesh();
obj.setTranslationMatrix(new Matrix());
obj.setRotationMatrix(new Matrix());
obj.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
obj.setEnvmapped(Object3D.ENVMAP_ENABLED);
obj.setTexture(texture);
obj.translate(x, y, z);
obj.build();

return obj;
}

Does somebody know why this behavior is taking place?

Greetings,

Nick

8
Support / Re: Merging Primitive planes
« on: December 01, 2010, 11:49:55 pm »
Hey jpro,

Maybe the camera is set up so you're looking to a plane from behind or from the side. You must mention that when creating planes you can only display one side. I think this is the reason for your problem, so you could just try to rotate the other plane or the camera. Maybe that helps?

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