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Messages - Mizuki Takase

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1
Support / Re: Skeletal API
« on: August 21, 2008, 11:40:17 pm »
Good luck Cyberkilla on your driving test~!

2
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 05, 2008, 04:00:06 pm »
Scary~! Anyway, since I do have Blender and a rigged model that I made, I did export to Ogre3D XML and tried the XML on Cyberkilla's skeleton viewer; the model loaded... (The model did not export fully and properly, but it was enough to show proof that the skeleton API seem to work)

3
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 04, 2008, 09:30:47 pm »
I always thought that Cyberkilla's Skeletal API was based off the OgreXML format, but is not exactly that. I have asked him for help a couple of times, but around that time, I could not spend enough time to study the API. So, sadly, I cannot build a rigged human character that works with his skeletal API. I can do 3D modeling though... ^_^

4
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 04, 2008, 04:55:42 pm »
Admtitingly AGP, I tried to use Cyberkilla's Skeletal API, and that did not work for me either. As you have stated, the feature is very pivotal. I still love JPCT though~!

To Egon and AGP: Nowadays, I find my game programming skills severely lacking and have decided to explore 3D modeling. Since you two are both actively working on your game projects, if you two would like any modeling done, please feel free to ask me.

To fireside: Maybe it is because of my programming skills or something, but I find JME to be really hard to use. Are you comfortable with that engine? If so, I am curious if there was a nice and easy-to-read tutorial.

5
Support / Re: My animation isn't working
« on: July 03, 2008, 05:15:04 pm »
That is very strange indeed... An index of 0 should play all animations that the MD2 has. Since it seems like you are able to use animation sequence 18, then I assume that you should have been able to play all the animations prior to 18. To know what animation you are playing, you will have to read what animations are being loaded when JPCT starts up.

6
News / Re: New version of...myself!
« on: December 18, 2007, 05:47:46 pm »
Major congratulations! I would imagine that the alpha build required six to nine months to compile.  ;D

7
Support / Re: How to do this: Cartoon rendering effect
« on: August 27, 2007, 05:23:11 pm »
Hi~! I always wanted to do the cartoon render effect! Although I am quite skeptical of this algorithm, I must admit that the screen shot does look nice. When I did research on cartoon rendering, the algorithm was insanely impossible for me to do. Anyway, I am definitively going to download this and try it out. I would be completely dumbfounded if this works just as good. Thank you!

[edit] Holy crap~! I am convinced that this algorithm works quite well!! Out of curious-ity, are you familiar with the mesh ripping scene? That mesh looks like it came from the source game.

8
Support / Re: How to install Jpct??? pls
« on: August 13, 2007, 09:49:44 pm »
I like compiling and running things manually. I installed JPCT by placing the jpct.jar onto my <DIRECTORY OF THE JAVA SDK>/lib/jpct directory. Afterwards, I set up the CLASSPATH system environment so that the jar file is there.

In Java NetBeans, you can simply add the jar onto your library.

9
Support / Re: animation example
« on: August 13, 2007, 09:44:36 pm »
As Egon said, Object3D.translate(SimpleVector trans) moves the 3d object instance from one position to another.

If you wanted to play animations from a MD2, then Object3D.animate(float index, int seq)  is for you. The float data type is a number between 0 and 1; 0 = start of animation, 0.5 = middle of animation 1 = end of animation. The int seq refers to the animation index that you want your object to use.

I hope that helps!

10
Feedback / Re: Collision Ellipsoids!
« on: August 10, 2007, 06:35:22 pm »
Thanks!! Its not really a must-add for now simply because I am way busy with everything else in life. However, every now and then, I do find myself playing with JPCT.

11
Feedback / Collision Ellipsoids!
« on: August 10, 2007, 06:31:51 pm »
I might have gotten mixed up with whichever is the most current JPCT, but is there a Primitives.getEllipsoid() yet? I would like a way to visually see the ellipsoid so that whenever I am calling Object3D.checkForCollisionEllipsoid(), I would know if I would need a bigger/smaller sized collision ellipsoid. Thanks a bunch~!

12
Feedback / Re: distance from a point to an Object3D?
« on: August 10, 2007, 06:26:50 pm »
That sounds painfully slow but then again, I cannot imagine any other way to do that... X_X

13
Support / Re: How to Open md2 file?
« on: August 10, 2007, 06:23:01 pm »
To load a MD2 file, you will need to use the static method Loader.loadMD2(java.lang.String filename, float newScale) which will return an instance of Object3D that will contain all of your mesh data.


For creating a MD2 file, I usually like to create a 3D mesh in either Blender or 3D Studio Max and then import the 3D mesh into another program called Misfit Model 3D. There, I would have to rig the mesh with bones and create a proper skeleton. Afterwards, I would create animations using the bones that I placed and save as a MD2 file.
Blender can be found here. http://www.blender.org/
Misfit Model 3d can be found here. http://www.misfitcode.com/misfitmodel3d/olh_mm3dformat.html


I hope that helps~!

14
Support / Re: A clothing problem~!
« on: July 25, 2007, 09:40:05 pm »
To me, the part that kills a lot of frames per second is calculating the distance between a vertice and the object the cloth will collide. I wanted to see if I can calculate half of the vertices and then use that data to make an average for the vertices that I did not calculate for. Its just a dream though.

15
Support / Re: OutOfMemoryError
« on: July 24, 2007, 09:08:38 pm »
I am sure that you have to be getting that problem while you are running the code. You did say that you got the problem after adding one object onto a working project. I am sure that you did that properly since you did not receive any other error messages like "cannot resolve variable", "invalid expression" or whatever compile-time error message.

The problem that you said is a run-time error message. OutOfMemoryException occurs when you use up more than the initial 64mb(maybe less than that?) of ram that is normally allocated for the Java Virtual Machine. That was why I said to run your program using more memory. An alternative solution would be to not load some sort of 1280 x 1280 texture or a 6 giga-million verticed 3D object.

Most likely, you should try to see if the first solution works first before trying out the alternatives~

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