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Messages - Raven

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Projects / Raven's projects
« on: November 17, 2005, 07:26:20 pm »
Thank you both, Helge and rolz -- I combined both of your ideas keeping the object3D seperate in a GameObject class wich emplements a GameEventListener. It worked like a charm, and gave me much clearer view of how to puzzle all my smaller bits together that I've been experimenting with since I starting working with jPCT.

I have another question though that is perhapse not justifyable on these forums due to the fact that it derives from my inexperience working with full scale applications and especially 3d rendering.

But well, here it goes: I'm trying to get a grip on how I'll manage the animations that follow triggering, for example, a door object. I implemented the door triggering event where the Door(Object3D) was an md2 file with an "Opening" animation. Of course, the opening animation itself was carried out in the Door object and was therefore not in consistency with the frames in the main game. To explain: initiating the door opening animation caused the animation itself too be drawn too fast for the player to see.

In the official jPCT examples, this is solved by calling doMovement() once every loop in the main gameloop, hence the animations are always consisent with the main thread.

So what I'm currently thinking is to have a GameEventManager, which would keep a listing of all GameObjects as well as an AnimationQueue: a Hashlist that contains all the objects that require animating in the next iteration of the main game loop.

The main gameloop would therefore look something like this, with the addition of soundManager:
Code: [Select]

gameloop {

while (!quit) {
GameEventManager.animationQueue(); // If there is something that requires animation
SoundManager.playSounds(GameEventManager.soundQueue()); // Play any sounds that the gameEvents emit

So, to sum up, my question basically is: is this the way to go? Or is there some other method that's better when making 3D games? For example, should I be looking into threading each type of manager so it runs independantly?

Thanks for reading and helping :)


Projects / Raven's projects
« on: November 14, 2005, 10:30:09 pm »

Holy s***, whether or not I will use this method this tutorial definately teaches me a thing or two about Java! :D

I haven't had a lot of experience with interfaces and listeners, so you just saved me about half a weeks worth of reading Helge. Awesome.

I'll be testing this asap.


Projects / Raven's projects
« on: November 14, 2005, 09:49:06 pm »
Thanks for the advice guys.

I'd created a wrap for objects, but the objects extended Object3D ... I hadn't thought of the other option  :oops:

Both your ideas help a lot. Thanks. I'm going to read up on how I could implement a GameEventListener, not quite sure how that'd work yet.

Keep you posted.
Thanks again.

Projects / Pickable objects operating on other objects
« on: November 14, 2005, 05:54:39 pm »
Hello again. I'm back with more pondering.

I've been developing Operatable objects -- so far so good. Objects can now perform various operations when clicked.

But I'm wondering about objects connected to eachother. For example, if a "ButtonObject" is connected to a "DoorObject" -- does anyone have a good idea as to how to assign these objects to eachother?

Better yet; Let's say I have a level with 10 doors and 10 ButtonObjects, how would be the best way to assign each ButtonObject to it's specific door?

All ideas are appreciated.


Projects / tokima
« on: November 13, 2005, 08:49:44 pm »
Hey again.

Actually, my earlier post on Tokima not loading is no longer valid. I just tried it again and it works perfectly. Did you change something? Because I tried it a few times before and it didn't work.

The new demo looks (and sounds!) cool. It'd look better if you'd put some sort of grass texture on the ground and trees, it's kind of plastic-y as it is.

Regarding gameplay.... am I supposed to be able to escape from that little corner I start in? That mini-wall is driving me nuts, I can't get past it.  :oops:

Look forward to seeing more.

Support / about md2 and texture generation
« on: November 12, 2005, 02:35:20 am »
My first product with mm3d:

Texturing is easy to learn but is a kind of "nitting" process. Guess it takes a while to master. At least I haven't been happy with my texturing, hence the grayness.

You basically don't need any kind of "special software" to redesign textures for MD2 models. The textures are just patches of artwork stored in a single file -- programs like MM3D allow you to take each bodypart of you model and wrap the texture-parts around them. The texture coordinates are stored internally and you need not worry about them. Ever.


Support / about md2 and texture generation
« on: November 12, 2005, 02:26:47 am »
Hey Manumoi.

Yeah, I've been trying out MM3D (Misfit Model 3D) available at:

It's very simple and has a very smooth learning curve -- took me about two days to get familiar enough with it to make a humanoid model, animate it (roughly) and import as md2 into jPCT.

Feel free to ask if you need support.

-Hrafn "Raven"

Support / Question: Models, lighting, and more.
« on: November 09, 2005, 06:40:52 pm »
Ah, I see what you mean now, Raft.
For some reason I imagined that the coordinates of the objects would get distorted if saved into a different file than the actual map -- but of course not. That's why I talked about re-aligning the objects with the level.

Yeah, seperating the objects into different 3DS files would simplify things, or rather, make the code easier to handle.


-Hrafn "Raven"

Projects / Raven's projects
« on: November 07, 2005, 11:42:05 pm »
The polygon ID plan sounds better. Thanks for the advice. This could also prove a very useful discussion for future jPCT-FPS gamemakers.

-Hrafn "Raven"

Projects / tokima
« on: November 06, 2005, 11:31:31 pm »
Actually.. It doesn't seem to finish loading here on my end.
5 bars left of loading it just stops.


-Hrafn "Raven"

Support / Question: Models, lighting, and more.
« on: November 06, 2005, 10:28:24 pm »
Quote from: "EgonOlsen"
No, you have to do this yourself. It's easy. Just iterate through the objects of a world, get their transformed center and calculate the distance from the camera's position (i.e. subtract the camera's position and get the length...can both be done by using the appropriate methods in SimpleVector) to each of them.

Ach.. ofcourse. Thanks for answering a stupid question. I thought it the other way around all the time. I implemented this and it worked perfectly. :)

Quote from: "raft"

possibly not best way, but i find this very handy:
i either:
* place dummy objects to mark those positions and save them in a seperate file (like lights.3ds) and then use the center of those objects to place lights
* again place dummy objects but save thier positions with max script (faster loading time and less space)

Hey raft. Thanks for the feedback.
I'm just about to start trying out these methods, so your timing is perfect, however -- I'm unsure of exactly what you mean?

*For your first point: I think you're talking about the same thing that Helge had already already pointed out to me, except that you want me to put it in a seperate file? But wouldn't I then have to align my map.3ds with the lights.3ds after I import them into jPCT?

*Second point: Actually, I'm not using 3D Studio, I'm using Blender (free, open source) -- problem is I have to export the Blender files to as .obj, then import them into another program which can export as .3ds.

There is a scripting system in Blender, maybe I can utilize that. Sounds good.

But discussing Blender actually brings me to another issue I've been dealing with.

I haven't been able to load textures properly in jPCT when using a .3ds file. Has anyone been using blender for models? I'm wondering if my importing and exporting ruins the texture coordinates on objects somehow.

jPCT loads the correct materials successfully, like "steelfloor" (which in Blender links to the steelfloor.jpg). But for some reason adding steelfloor.jpg and naming it "steelfloor" in jPCT produces no results.

Q1: Aren't the 3ds models supposed to find the textures themselves if they are imported into TextureManager?
Q2: It's the name of the material that 3ds models use for texturing that matters, not the .jpg name, right?

Thanks for all your help!
- Hrafn "Raven" Thorisson

Support / Question: Models, lighting, and more.
« on: November 06, 2005, 12:06:15 am »

The additional color did the trick. Thanks a lot Rolz/Andrei!

The Config switches are good to know about too, but I wanted to adjust a specific light and not just the whole scene. Thanks though, I won't be needing to use that option since additional color worked so well.

How about the my third question regarding object lists? Any method that returns an array of Object3D's within a given distance from, for example, a camera?

-Hrafn "Raven" Thórisson

Support / Lighted object in an unlit environment
« on: November 05, 2005, 01:38:10 am »
Hey all again.

I'm trying to get an object to stay "clear/lit" in an unlit environment.

I was hoping to get it working by setting the object's lighting to NO_LIGHTS while keeping the texture in bright colors, but alas, no worky.

Is there any way to get this effect?

Relevant to this question, is: Is it possible to control the range of a lightsource? In other words, how far a Light reaches?

EDIT: One more question. Given that there are X many objects currently Z-near the camera (or currently in the camera's field of vision) , is there any way to get a list of those objects?


Projects / Re: FPS architecture -- brainstorming
« on: November 03, 2005, 03:30:09 pm »
Quote from: "EgonOlsen"
Yes. But i would use the name of the object, not it's texture. jPCT creates names for objects loaded from 3ds that start with the name the object has in 3ds. You may check for this name and don't merge the placeholder object to the level but replace it with the item instead.

Ah, I didn't know that. That's great! It'll make mapmaking a lot easier. Yeah, replacing the object is what I had envisioned.

Quote from: "EgonOlsen"

Not too much to handle, but difficult to implement. It should be possible to code such a thing using IVertexControllers....but it sounds quite hard to do to me.

Ach, that's too bad. At this point I don't think I dare venture into IVertexControllers. I'd rather get a working demo first. But thanks for clarifying this for me.

Quote from: "EgonOlsen"

The point is, that i can only do so much. Doing a good skeletal animation system is a little project of its own. To be honest, i hoped for somebody to write one on top of jPCT, releasing it to the public and letting me integrate it into the engine's core to squeeze out some additional performance...but that didn''t happen until now :wink:
To be honest, i don't recommend starting with a goal as high as this animation system because chances are that you'll never finish it. But that's just me.

I usually try and set my goals high to begin with and then tone them down as time progresses. Thanks for being honest - I was hoping someone would have a "magic solution" for accomplishing this, but given the options I won't attempt create it (Well, not yet at least  :wink: ).

I have an idea though of how to accomplish "damage" to different bodyparts; simply creating invisible 3x3x3 cube around the characters. When a character would receive damage, the cubes register where the "inflictor" came from.  For example, if a projectile hits a character in the chest, it must have passed through the middle cube -- this way we know a bit more than just that the character was hit. However, I'm unsure what kind of invisibility would be required, since I gather that invisible objects aren't processed? Maybe a dummy object cube?

EDIT: Actually, just a simple row of invisible cubes would be an improvement. One cube around the legs, one in the middle and one for the head. At least a lot simpler to implement.

Thanks for the feedback.


Projects / tokima
« on: November 03, 2005, 02:54:19 pm »
Wow. Looks awesome -- great design work there! And great effects when opening the xxxx (don't want to give anything away).  :wink:

The blitted text is good too, however, I would suggest that the "operate" button doesn't move the camera. I also found it a bit hard to know wether I was clicking the right place or wether there really was nothing to click on.

I just wish it was longer! It was really fun and spooky. Reminds me of one of my favorite old games: "Deja-vu".



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