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Messages - Crate

Pages: 1 [2]
Support / Object3D.addTriangle()
« on: March 08, 2006, 08:02:15 pm »
thx for the quick answer. So my solution above would do it,
clear the object, re-add the triangles, call .rebuild() ?

Support / Object3D.addTriangle()
« on: March 08, 2006, 07:21:20 pm »
short question on addTriangle() - is there any way to remove triangles set using this method? Or is triangle data "lost" when adding triangles?

If I want to support changing Object3Ds on the fly using addTriangle(), would I have to store the triangle data somewhere and, if a triangle gets removed, clear the object, set all triangles and then call rebuild?


Projects / "Visual" JPCT
« on: March 05, 2006, 06:37:47 pm »
thats a good question egon, I'll look into it  :wink:

Edit: Currently I'm using only the software renderer. It does what I need and adding more functionality to manipulate the scene is top on my list. But support for the awtGl canvas would be cool, so it may come a little later.  :wink:

Projects / "Visual" JPCT
« on: March 05, 2006, 06:35:51 pm »
I've done some changes to the gui, it now uses JDesktopPane so that I can move and scale windows as needed. Also made some icons  :wink:

Support / Hey new to this, help would be apprecieted :-)
« on: March 05, 2006, 02:49:52 am »
i.e. origin is the "starting point" of a an object. You can set it to put your object anywhere in your world. translate moves the object relative to the origin, so if the origin is at 0,0,0 and you translate by 5,0,0 it will be at position 5,0,0. If you set the origin to 3,1,1 and translate by 5,0,0 it will be at 8,1,1.

Projects / "Visual" JPCT
« on: March 04, 2006, 02:42:14 am »
Here is a little project I'm working on. I've called it "Visual JPCT" for lack of a better name. (I hope you don't mind, Egon.)

It's basically a small swing frontend for the jpct engine. I was tired of having to recompile every time I fiddled with my models  :wink: And it is a great way to learn the engine!


I've mapped the following jpct functions to the gui:

    importing md2/3ds models
    adding objects to world
    setting objects origin
    moving camera
    rendering solid/wireframe

Things to be done (some ideas):

    manipulating objects
    adding/changing lights
    saving/loading scenes (xml)
    adding primitive objects
    adding triangles
    animation (yeah, right)
    scripting (yeah, right!)

I hope you like it so far. If it gets to some sort of solid state, I will release it.


Projects / Technopolies
« on: March 02, 2006, 05:36:24 pm »

great Game! Its fun to play already, even at this early stage. :)
Some things I noticed:

the "falling through ground bug" mentioned above.
the "hey mate" and "wait for me" from the npcs can be very irritating.
you can shoot soldiers but they don't shoot back  :twisted:
its imposible to survive a muton attack (if you fight them)
guns don't use ammo
rockts kill you most of the time too, because they fire slow, muton runs at you, he gets too close, boom.
maybe less mutons more often would be more fun :)

I guess you know most of this already and its all game play related, which I'm sure is going to change alot still, but I jope it helps a little.

Looking forward to seeing more  8)

Support / Help me!!how to use jpct
« on: February 28, 2006, 01:45:14 pm »
Hi denzzo!

Its not that hard. Read the manual to get a general understanding. Look at the examples that come with jpct.  Look at the javadocs. Try and change the examples a bit, to see what you can do. If you have questions, read the forum! A lot of questions have already been answered. :)

Support / Finding good md2 models
« on: February 28, 2006, 01:06:48 am »
thx! If md2 does not contain skeletons, its no wonder I can't open them ;)  I'll just continue experimenting.

Support / Finding good md2 models
« on: February 26, 2006, 09:45:34 pm »
Hi all!

I have a question not realy related to jpct, rather to the general work flow :). I'm fiddling around with modeling and animation of md2 models to use with jpct, but have problems finding good examples on the net.

It might also be a problem with importing into Milkshape - the models I have don't have skeletons or animation after import. Is that a Milkshape problem or is a skeleton optional for md2 files?

On a side note: how does jpct load md2s? Are the skeletons discarded and "only" meshes generated?

I don't want to use other models, I'd just like to see how other people have done animation, its not a trivial task ;)

Can someone help?


- Crate

(PS: jpct rocks! And the forum is a brilliant help too!)

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