Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gamerfan

Pages: 1 [2] 3 4 ... 7
Support / Re: Questions concerning transparent panels / particle systems
« on: December 05, 2011, 06:19:40 pm »
@Egon, I have envmap.jpg  that is used in robombs.But  there is no envmap2.jpg. So my clarification is can I get the same effect if I use a single texture( ie envmap.jpg)?

Support / Re: Questions concerning transparent panels / particle systems
« on: December 05, 2011, 12:59:05 pm »
Can I get the textures used in this example for my application? Can you please upload those images?

Support / Re: fire explosion effect
« on: December 04, 2011, 02:07:38 pm »
I ported explosion code found in robombs in my sample application.But the problem here is explosion does not seem to be happen.All I can see static image on screen.And also, after the explosion is over , it should disappear from the screen. That is not happening.There is a condition check in process method of that checks the following condition:
Code: [Select]
if (cTicks > maxTicks) {
return true;
If I enable this, I am not able to see any explosion.So currently, I just commented the above lines in my application to see something on the screen.I have just used max 32 particles(object3D arrays) for this.What are the things I need to follow to overcome this?

Support / Re: direction between two objects
« on: December 04, 2011, 07:19:40 am »
Thanks @EgonOlsen. What happens  in my situation is  when the pointer of weapon moves closer to the enemy(almost face to face), Z value becomes greater than zero from third statement.But when the weapon moves away or back to the enemy, the Z value becomes zero and this  happens as long as the enemy is static.May be this kind of behavior can be used to simulate whether the enemy is near or not.Not sure.

Support / direction between two objects
« on: December 03, 2011, 10:59:49 am »
I have an enemy and a weapon object.I want to get the direction of the bullet for hitting the enemy.For that, I did like this:

Code: [Select]
SimpleVector direction = (enemy.getTransformedCenter().calcSub( weapon.getTransformedCenter()));
Code: [Select]
SimpleVector direction = (enemy.getTranslation().calcSub( weapon.getTranslation()));

Code: [Select]
SimpleVector direction = (enemy.getZAxis().calcSub(  weapon.getZAxis()));

Among them, which one I have to use?

Support / Re: Gun Collision
« on: November 29, 2011, 05:22:22 am »
I increased ellipsoid radius to double.But, it affects the movement.It produces lot of friction while moving.I have one clarification here.Suppose, If I add a collision listener, then I can manipulate the gun movement. But, what I am worried here is that will it override with the default behaviour of camera's collision detection.So what I really want is when the gun hits on the wall, it should either stride along the wall or bounce back.

Support / Gun Collision
« on: November 28, 2011, 06:35:32 pm »
May be the answer for this question will have already answered, but I could not find much info needed in the posts.In the 'FPS' sample, the collision detection takes place with camera and wall.But I want when the gun is almost hit on the wall, it will generate collision detection.Now what happens is that when the gun hits on the wall, it just goes through it.So how can I disable it? Thanks in advance.

Support / Re: fire explosion effect
« on: November 28, 2011, 05:17:08 am »
sure, Thanks.

Support / fire explosion effect
« on: November 26, 2011, 04:33:03 pm »
I want to produce some fire explosion effect.For that, can I use available in alienRunner-ae? if so how can I use it?

Support / Transformed center
« on: November 26, 2011, 03:40:09 am »
one small clarification.What exactly getTransformedCenter is trying to achieve?

Support / Re: loading .bsp or quake level
« on: November 25, 2011, 09:14:34 am »
 ;D ;D ;D ;D   i am gonna buy a device now..... ;)

Support / Re: loading .bsp or quake level
« on: November 25, 2011, 08:27:51 am »
The quake loaded in android emulator becomes very slow.are there any tips that can improve performance?

Support / Re: loading .bsp or quake level
« on: November 21, 2011, 02:10:40 pm »
Unfortunately I do not have Deep Exploration tool. :-[ Also, the steps you have mentioned is bit tough for a noob like me. :). Are there any other open source tool or something like that so that I can do it easily?  ;)

Support / Re: loading .bsp or quake level
« on: November 21, 2011, 01:01:13 pm »
I was talking about FPS example in jPCT SE.In that there is quake level model converted into .3ds format.However, I was able to load the level in android as well.I had not set the textures to the level earlier. Once I set the textures to  level, it was loaded without any problem!.

If I am going to convert a quake level to .3ds format, what are the steps I have to follow?

Support / Re: loading .bsp or quake level
« on: November 21, 2011, 12:15:36 pm »
This is what I wanted to ask you.I loaded the quake level in android by  serializing it.But I am not able to see any of its texture so it looks like black and white. But when I run the application in jPCT SE, I am able to see the level properly. So do I need to add the textures manually in AE version?

Pages: 1 [2] 3 4 ... 7