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Messages - Birdron

Pages: [1] 2
1
Support / Re: Mouse Collision Check!!
« on: May 21, 2014, 11:27:06 pm »
Thank you, it is working perfectly now.

2
Support / Re: Mouse Collision Check!!
« on: May 21, 2014, 12:41:22 pm »
Can I pm u the runnable jar download link? I don't understand how I will explain the problem.

3
Support / Re: Mouse Collision Check!!
« on: May 20, 2014, 11:55:15 pm »
My movement and collision is same like the ellipsoid collision example, here it is -
Code: [Select]
   // Player movement
   SimpleVector s = player.getPlayer().getZAxis();
   s.scalarMul(SPEED);
   moveRes.add(s);

   // avoid high speeds
   if (moveRes.length() > MAXSPEED) {
      moveRes.makeEqualLength(new SimpleVector(0, 0, MAXSPEED));
   }
   // Translate player
   player.getPlayer().translate(s);
   // Check player collision
   moveRes = player.getPlayer().checkForCollisionEllipsoid(moveRes, ellipsoid, 8);
   player.getPlayer().translate(moveRes);
   // damping
   if (moveRes.length() > DAMPING) {
      moveRes.makeEqualLength(new SimpleVector(0, 0, DAMPING));
   } else {
      moveRes = new SimpleVector(0, 0, 0);
   }

4
Support / Re: Mouse Collision Check!!
« on: May 20, 2014, 10:33:34 pm »
Ok, I could not thought about it.

And could you give me some suggestion about my second question!

Thanks.

5
Support / Mouse Collision Check!!
« on: May 20, 2014, 12:50:28 pm »
Hi,
   I have to check two different collision in the game,
   1: Mouse<->plane
   2:Player<->wall

   Now, mouse is detecting both plane and wall, while I don't want the mouse to detect the wall. Player will never collide with plane, so that is not the problem.

   Is there a way to exclude the wall from mouse collision detection? The problem is, plane is below the wall. You can think the setup is "Diablo" like movement.

   Edit: Should the ellipsoid size be bigger then or equal to 1. My size is 0.5f. So, when player collides with wall, if I move the mouse left and right, it goes through the wall. My model size is: 0.1f, I had to scale it down. The movement speed is, 0.06f.

   My mouse detection method is based on the example of wiki.

   Thanks.

6
Support / Re: Overlay Hud
« on: May 13, 2014, 11:58:06 pm »
Thank you.

7
Support / Overlay Hud
« on: May 13, 2014, 11:10:59 pm »
Hi,
   I m rendering some images as hud, which is transparent hud. A circle with a whole in it. I m using both overlay and blit to see what is the difference. Jpct removes black pixels to make images transparent. Is there any method that loads transparent png files? Because using black pixels as transparency makes the image edges look very odd unless it is totally pixel drawing.

Thank you.

8
Support / Re: Inverted Model!!!
« on: May 08, 2014, 07:28:38 pm »
Yeah thanks, somehow I missed it.

Thank you

9
Support / Re: Inverted Model!!!
« on: May 08, 2014, 01:36:03 pm »
I did not know about blender exporter, I most probably missed it. I will try that. I hv
 setup my scene on negative coordinate. I cant try the blender exporter now cos I dnt have net on my pc.

Inverted camera mean, if I place the on y axis(positive), it rotates the camera 180 on z axis.

ank you.

10
Support / Inverted Model!!!
« on: May 08, 2014, 12:25:09 am »
Hi,
I am having a very strange problem. I am using blender to create my level and exporting the model as obj, as I normaly do. When I load the model in jpct, it loads upside down. I am also loading a md2 model, which is also upside down. And most interesting thing is, the camera seems like totaly inverted. I am 100 percent sure my obj is correct, cos I tested it in irrlicht. So, what I am missing here?

Edit: do I hv to setup my scene inverted. I mean '+' will be '-'?

Thanks.

11
Support / Re: Obj Loader!!!
« on: May 04, 2014, 07:46:48 pm »
Took me a little time to understand that.

Thanks for your help.

12
Support / Re: Obj Loader!!!
« on: May 04, 2014, 02:42:28 pm »
Ok, last question, on my first post, should not that code  load an obj file with textures?

The app is loading all textures and drawing all the level, but without texture means white.

So, even if app is loading all textures, I still hv to load same textures twice!

13
Support / Re: Obj Loader!!!
« on: May 03, 2014, 11:22:09 pm »
Actually, that example is for single texture, which is working fine here too. What I am trying to do is multitexturing.
Thanks for the reply.

14
Support / Re: Obj Loader!!!
« on: May 03, 2014, 07:40:01 pm »
I hv a mtl file and I can see on console engine loading all the textures. Does engine assign the textures automaticaly or I hv to assign it manually?

15
Support / Re: Obj Loader!!!
« on: May 03, 2014, 03:08:23 pm »
In cmd console, it is showing every texture is loaded and all poligons r created. Just not rendering on viewport. I can export the jar file and run it. Just it is not rendering the object.
Edit: ok, I understand, when I run it from eclipse I get this error, because it cant find the file.
But when I export the jar and run it runs ok.
Still nothing is rendering on viewport.
Edit: ok, everything works, just not showing the textures. Can u just tell me how load a multitextured obj file. Ur all example uses 3ds file.
Thanks.

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