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Messages - hedgehog

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1
Support / Re: z-difference in objects from Blender
« on: August 31, 2012, 02:53:38 pm »
Well I am not doing any rotation before serializing. There is rotation done when the serialized objects are loaded into the Android app.

2
Support / z-difference in objects from Blender
« on: August 30, 2012, 02:57:37 pm »
In Blender I have created a landscape plane and a flat water-level plane, and intersected them so water shows in the low areas. I have then exported as OBJ format, then serialized them for use in my Android app, but when the app loads, the water plane is too low and has to be translated about 35 units in the z direction to get the same look as my Blender scene.

Do you perhaps know why this is happening?

3
An update - I know why there are three .ser files - it is because my Blender scene has three objects!

Anyway, I reduced it down to just the landscape plane, which is an OBJ file of 672690 bytes, but the Mesh Serializer plugin converts this to a .ser file which is 1311204 bytes, as before, which is too big to load.

So the problem still remains, in that the Mesh Serializer has generated a file too big to load into my android app. Perhaps it should warn users, or not allow this to happen? Or is there a way of configuring it to split a big object into multiple smaller objects? Or should I just do that in Blender first, and export multiple smaller objects into a single OBJ file which will then result in multiple SER files?

4
I have installed the Mesh Serializer plugin that you have provided, and it has converted my landscape object that I created in Blender. In doing so it split it into three .ser files, but the biggest of these fails to load.

Files and sizes:

OBJ file exported from Blender:
landscape2.obj   - 1395757 bytes

SER files created in the Mesh Serializer plugin:
landscape2_0.ser  - 605552 bytes
landscape2_1.ser  - 1244 bytes
landscape2_2.ser  - 1311204 bytes

In my code I have:

   private Object3D landscape2_0 = null;
   private Object3D landscape2_1 = null;
   private Object3D landscape2_2 = null;

   landscape2_0 = Loader.loadSerializedObject(res.openRawResource(R.raw.landscape2_0));
   landscape2_1 = Loader.loadSerializedObject(res.openRawResource(R.raw.landscape2_1));
   landscape2_2 = Loader.loadSerializedObject(res.openRawResource(R.raw.landscape2_2));

When the app is run it gives the error below - obviously the SER file is too big, but that is how the eclipse plugin created it! How can I make the plugin not generate files that are too big to load?

08-11 23:19:20.435: D/asset(303): Data exceeds UNCOMPRESS_DATA_MAX (1311204 vs 1048576)

08-11 23:19:20.445: I/jPCT-AE(303): [ 1344723560453 ] - ERROR: Can't deserialize object: null
08-11 23:19:20.495: W/dalvikvm(303): threadid=7: thread exiting with uncaught exception (group=0x4001d800)
08-11 23:19:20.505: E/AndroidRuntime(303): FATAL EXCEPTION: GLThread 8
08-11 23:19:20.505: E/AndroidRuntime(303): java.lang.RuntimeException: [ 1344723560453 ] - ERROR: Can't deserialize object: null



5
Support / Re: Visibility of distant landscape
« on: August 03, 2012, 04:25:48 pm »
I have a 100x100 grid in Blender.

6
Support / Visibility of distant landscape
« on: August 03, 2012, 03:53:30 pm »
I am just starting out with jPCT-AE. I want to develop a RPG app, and have Blender and 3DS for creating objects.

I have tried a simple landscape generated in Blender, and wondered if it should be one object, or should it be split into different objects to make loading quicker.

Also, is a single object (like my landscape) fully visible, or will distant parts of it be invisible, and get displayed as the camera point of view moves?

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