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Messages - Mizuki Takase

Pages: 1 ... 5 6 [7]
91
Projects / Flier Match
« on: May 13, 2006, 05:59:52 am »
I envy you... Due to my game programming experience, my dream project is no where close to where you are at... I would want to say don't delete old projects ever again since you can always refactor... I look forward to seeing the game in action~~

92
News / Driving a tank *offtopic*
« on: May 10, 2006, 08:41:50 pm »
Oh my goddess~!! Riding a tank = cool. Smashing stuff in a junkyard with a tank = much awesome. I do not know why, but I would love to try that atleast once in my life!! Way to go Egon~!!!

93
Support / Being silly...
« on: May 10, 2006, 08:32:20 pm »
Thanks as always~! And again, I am not tooo worried about cell shading anyway~! I rather more game than more fancy effects... Errr... I mean... game first, effects later!! Something like that... Hee hee... Thanks again though!

94
Support / Being silly...
« on: May 09, 2006, 05:52:49 am »
I was reading on a cellshading tutorial and was wondering how bad is it for me to try to implement that with JPCT? I noticed that JPCT was nice enough to handle some of the mathematical stuff like normalize and dot products, but does not seem to have a way to disable lighting (or maybe not?).

Basic Rendering
-Disable lighting.
-Disable blending.
-Draw the colored vertexes.

Basic Lighting
-Create the Sharp Lighting map.
-If using a light radius, do a point-in-sphere check to see if the point is within range.
-Get the vector from the light position to the vertex and normalize it.
-Get the dot product of the new vector and the vertex normal.
-Repeat 2-4 for every vertex.
-Render as usual.

Outlines and Highlighting
-Draw the object as normal.
-Switch face orientation.
-Set the color to 100% black.
-Change to wireframe mode.
-Draw the mesh again, but only specifying the vertex positions.
-Restore the original modes.

Basic Texturing
-Load the Sharp Lighting map from file and store in an array (remember to convert values to a range of 0-1).
-Calculate the lighting as normal, but multiply the dot product by the width of the texture - 1 (remember 0-15), and cast it to an integer.
-When drawing, lookup the color to use in the Sharp Lighting map array, using the lighting value as the index.
-Use this value for the red, green and blue values of the vertex color.
-Render the object like you would normally, but remember to update the color for each vertex. Don't forget to disable lighting, etc.
-Draw the highlights (same as before).


Oh well.. That reminds me~!! I have not experimented it yet but can JPCT use alpha channel textures for opacity? I was trying to make a model with lovely anime hair and desperately need alpha channels for that to look right, if its not possible then that is where the cellshading tutorial came in~! Thanks again for reading this thread~!!

95
Support / New to everything~!!
« on: May 07, 2006, 11:05:56 am »
Just to make sure, I want to say that the model is not mines. I did not make that model. Since I liked Devil Hunter Yohko, I decided to try out the model on JPCT, and loved the results.. Anyway, here is the model and texture. I do not seem to know where the original readme is for the model so that sucks...
http://www.cs.uno.edu/~tvle/misc/yohko.zip

96
Support / New to everything~!!
« on: April 25, 2006, 12:58:33 am »
Thanks~!!! It works!! One task down, so many more to go... :lol: I really appreciate the help that you have been giving to everyone as well as myself... Thanks!

97
Support / New to everything~!!
« on: April 24, 2006, 09:45:08 pm »
Hihi~! I first off wanted to say that JPCT is an unbelieveably kick-ass 3D engine. I am still at awe at how simple the classes seem to be and how the first person shooter example is done in so few lines... After being inspired from watching a couple of JPCT's demos, I decided to try and see if I can make some sort of third person view game. I started by looking though the first person shooter source and I tried to understand it. I even played around with it by adding a couple of lines of code, as well as modifying some values and see what happens.

Currently, I am having problems trying to understand why I cannot get the model to land properly on the ground.

First off, I initialized the player's model and textures using this code... I also placed the model 100 units above the normal starting point so that I can see the model falling down and hopefully land properly...
Code: [Select]
texMan.addTexture("ctf_r",new Texture("3ds"+c+"ctf_r.png"));
player = new Object3D(Loader.loadMD2("3ds"+c+"tris.md2", 1f));
player.setTexture("ctf_r");
theWorld.addObject(player);
player.translate(STARTING_POS.x,STARTING_POS.y-100,STARTING_POS.z);


And then at the doMovement(), I decided to take out all the camera "landing" features and changed that to this...
Code: [Select]
SimpleVector playerPos=player.getTranslation();
SimpleVector dir=new SimpleVector(0, GRAVITY, 0);
dir=theWorld.checkCollisionEllipsoid(playerPos, dir, ELLIPSOID_RADIUS, 1);
player.translate(dir);


I noticed that if the scale of the model is 0.5 and less, the model will land on the ground properly like so...


If the model is scaled to anything higher than 0.5, then the model kinda goes though the floor like this...


Thank you in advance to anyone that can help me figure out the problem and also a HUGE THANK YOU to JPCT and its author~~! I really hope to get comfortable with the engine and eventually make something really nice with it~!

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