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Messages - Abwayax

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Support / Size issues when porting Quake maps to jPCT
« on: November 19, 2006, 05:20:46 pm »
Ah. So this would be fixed by going into 3ds max? Thanks for all teh help. ;)

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Support / Size issues when porting Quake maps to jPCT
« on: November 19, 2006, 02:15:03 am »
Sorry, I didn't have a better way to phrase that.

Here's what I'm talking about. The texture is from the same jpeg file, the first is my prog, the second is the demo.

I'm standing right in front of a wall on the first one, right down at the floor on the second. The differences are that I didn't use the code for the weapon or the numbers in my program, and the ambient lighting is different.



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Support / Size issues when porting Quake maps to jPCT
« on: November 18, 2006, 03:37:28 am »
The level's scaled correctly now, but for some reason the textures are now tiny. I don't think I saw any methods in the Texture class for resizing textures. I'm sure going in and multiplying the dimensions of each image file by 20 would work, but it hardly seems efficient.

4
Support / Size issues when porting Quake maps to jPCT
« on: November 17, 2006, 07:18:47 pm »
So the issue is here?
Code: [Select]
Object3D[] levelParts=Loader.load3DS(c.getSrc() + "\\"+src+".3ds", 20f);

and changing the 20f to 1f should fix it?

(note: for the curious, c.getSrc() is the episode directory where the levels in that episode are stored, and src is the filename of that particular level)

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Support / Size issues when porting Quake maps to jPCT
« on: November 17, 2006, 07:14:29 am »
Hello,

I'm currently experimenting with the FPS example to perhaps help me make my own FPS game. However, when I load an exported 3ds made from a .map file generated by a Quake level editor, the map appears at least a hundred times larger. I tried increasing the PLAYER_HEIGHT variable, but that only made the problem worse. Is there a solution, or will I have to resize my map to fit the engine?

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