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Messages - MrFluff

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1
Support / Re: Problem with texturing
« on: August 08, 2011, 10:02:08 pm »
You were right there were some problems with the exporter. I could fix them however and now the soldier gets displayed correctly even without flipping the texture.

Thanks for your hint :).

BTW I am working on a small library that uses JPCT-AE and incorporates a similar design like XNA, using game components and game services. when its finished there are services that feature location based augmented reality (sensor alignment and displacement according to GPS coordinates) and other functionality that simplifies android development out of the box. maybe you or others are interested in this. Do u want me to make a thread with a download and example code?

Good evening anyway :)

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Support / Re: Problem with texturing
« on: August 08, 2011, 01:45:30 pm »

Thx for the quick answer.

I just flipped the original texture (jpg file) horizontally, vertically, and even both. Unfortunately none worked out :/.
The original model + texture was downloaded from turbosquit http://www.turbosquid.com/FullPreview/Index.cfm/ID/407824 and TBH i do not know how this texture is mapped to the model at all (i guess for this someone needs to think different ^^).
I uploaded the original (compressed for this forum) texture that works for the 3ds file. Maybe someone can give me a hint of how to change the texture accordingly.

[attachment deleted by admin]

4
Support / Problem with texturing
« on: August 08, 2011, 11:52:44 am »

When I import a model from a 3DS file the texture looks fine. Unfortunately I use some elaborate animations on the object so building an animated object from 3DS files isn't an option.

I included a screenshot from my app which displays the not-animated 3DS model to the most left, and 3 instances of the animated MD2 model. There are some display problems when making a screenshot on the android device with the DDMS tool when models are animated so that's why the animated models look like parts of multiple models but I guess its easy to see that the textures of the animated models look kind of placed wrong.

When I import the MD2 models I actually have 3 files: the soldier, the shield, the sword.
So I thought this might case the wrong texture mapping.
But then again I merged all these objects in my 3d dev tool and imported only a single animated MD2 file (the model in the middle which is displayed a little bit below the other models) which didn't help in any way.

How can I use the animations from the MD2 files but use the texture mapping from the 3DS file? Or what is the difference in texture placement anyway?

Thanks in advance :)

[attachment deleted by admin]

5
Support / Re: Strange blit behavior with black pixels
« on: July 04, 2011, 12:32:54 pm »
here's one more problem I am facing :)

I searched the forum but there does not seem to be someone else having this problem.

Usually someone might to suspect the transValue of the blit method to be a number between 0 and 255.

According to the docs the value is like this:

transValue - the transparency value, -1 is none, 0 is highest transparency. Higher values mean less transparency.

I've made some tests and 15 seams to be pretty close to 0% transparency, but this is quite odd as there is no possibility to have a 50% transparent draw (the value 8 doesn't seam to be any near to 50% anyway).

Then again, I wanted to just use the RGBColors alpha value, but this didn't work either.

Whats the best way to blit (semi) transparent images onto the framebuffer? (the best way I can think of is to not use any values of the blit method at all but make the image itself transparent in Photoshop)

Thx in advance

6
Support / Re: Strange blit behavior with black pixels
« on: June 15, 2011, 02:28:22 pm »

Hi EgonOlsen,

Thx for reply - setting useOpaque of the texture solved the problem.

I am not sure if I understand your penultimate sentence but i'll try to explain what happened.

My problem was as follows:

I have a 3d scene which is placed over the camera image (the pixelformat of the GLSurfaceView.SurfaceHolder is set to PixelFormat.TRANSLUCENT).

When I blit an image on the framebuffer that intersects with a 3d object that has a (semi-)transparent texture on it, they seam to clear all the pixels of the 3D Scene where they intersect, letting the camera image totally shine through.
This only seamed to appear when i use  OPAQUE_BLITTING.

7
Support / Strange blit behavior with black pixels
« on: June 09, 2011, 02:05:49 pm »

I am facing a strange blit behavior when drawing textures on the screen:

When drawing an image that contains (nearly) black pixels, they get drawn transparent. This is what someone might expect when reading the docs about
FrameBuffer.blit(Texture src,
                 int srcX,
                 int srcY,
                 int destX,
                 int destY,
                 int width,
                 int height,
                 boolean transparent)

using TRANSPARENT_BLITTING.

Unfortunately, the drawing does not work correctly, and even if it would work with OPAQUE_BLITTING (which had the same behavior) I cannot use it as these images interfere with other transparent textures that are attached to 3d models (when a plane with a glow texture intersects my drawing image, no pixels of the 3d scene are drawn and the camera image in the background is fully visible on these intersecting pixels).

I thought that using the method
FrameBuffer.blit(Texture src,
                 int srcX,
                 int srcY,
                 int destX,
                 int destY,
                 int sourceWidth,
                 int sourceHeight,
                 int destWidth,
                 int destHeight,
                 int transValue,
                 boolean additive,
                 RGBColor addColor)


might help but I failed in getting another outcome than the one shown in the image.

Is there any possibility in preventing this filtering of (nearly) black pixels?

[attachment deleted by admin]

8

Uh, I should have thought about that myself ^^.
Well that's exactly what I needed. Once again thank your for the help.

9
Hi there, whats the best way of displaying the same animated model (NOT using the same animation name and animation time) multiple times in a scene.

When using static models i can just use the cloneObject() method or use new Object3d(obj), but using animated models the animation is copied as well and all models are animated synchronously.
Right now I actually use Loader.loadMD2 each time to get a new model into the scene.

Thx for the help :)

10
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: May 08, 2011, 12:55:18 pm »

Hi raft,

thank you for your reply. I finally got named animations working using the converted binary from an OgreMax exported file, and everything works as expected.

I had some problems converting from a collada file, however. The first animated frame in a loop does not display corretly (it does not matter to me as I use the Ogre3D format now).

11
Bones / Re: Bones - Skeletal and Pose animations for jPCT
« on: May 05, 2011, 01:13:53 pm »
Hi, awesome library :).

I have a few questions:

What was the original format of the ninja model? when I export an animated collada (dae) model I cannot set names for animations (I am using 3ds max 9) so after converting the model to the binary format and loading it into my android scene i can only select one animation (this works perfectly fine).

Maybe dae does not support animation naming. What about this ogre3D format. Did you use it for the ninja?

When I use the free version of the OgreMax plugin I can only export am OgreMax scene or an OgreMax Mesh.

When using OgreMax exporter, two files are created (%filename%..mesh, %filename%..skeleton), besides the fact that 2 dots are in the filename there is always an exception thrown when trying to convert either of these files into the binary format.

So what's the best way to create an animated model with different (named) animations?

Thx in advance :)

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