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.


Topics - AGP

Pages: 1 ... 12 13 [14]
196
Support / Bow String and Cyberkilla's Skeletal
« on: March 21, 2008, 08:59:39 pm »
I'm making a bow and arrow minigame for which I "modelled" a cylinder with a bone structure on 3dsmax 9 and exported to OgreXML for reading into Cyberkilla's Skeletal API. The cylinder is meant to represent the distorting string of the bow. I tried drawing a 2-D string on the bow, but try as I might I can't get the VertexController to be up-to-date on the bow's coordinates. If I could, that would be an obvious solution. Anyway, in the absence of the 2D string I'm using the boned cylinder. Problem is when I load the string into JPCT it looks completely distorted. If anyone can tell me why I'd appreciate it.

And if someone would kinder stil and make me the scene for exporting I'd be that much the more grateful!

197
Support / Cyberkilla's Skeletal
« on: June 02, 2007, 07:23:57 pm »
Has nobody here used it? I posted a question about the creation of bones to no response. If anyone has the answer, please help me out. Thanks in advance.

198
Support / Skeletal API
« on: May 30, 2007, 09:51:04 pm »
Can anyone post a sample of a small program that uses Cyberkilla's Skeletal API? Specifically adding the bone with assigned joints. I imagine the process would involve creating a bone with two SimpleVertex instances, but I see nothing that remotely resembles such a method in the documentation. I realize this is not Egon's thing, but I would appreciate the help a whole lot. Thanks in advance.

199
Support / GenericVertexController.getUpdatedMesh()
« on: February 05, 2007, 05:48:41 am »
Egon, if I can make a small request: how about a GenericVertexController.getUpdatedMesh(), which would return the destination mesh with all current modifications, even if it would be slow? Sometimes I want to write my own collision-detection code, and that would be priceless. Thanks in advance.

200
Support / 3d Line
« on: December 13, 2006, 07:35:16 pm »
How do I draw a line between two 3d coordinates?

201
Support / SimpleVector[] model.getStack().peekAt(int)
« on: December 13, 2006, 01:18:18 am »
How can I have access to a model's polygons? I'm porting a bone structure I wrote several years ago to JPCT and I need access to any given polygon. My implementation used a stack.peekAt(int) method. Is there a similar method in jpct? Also, is there any readily built bone classes to distart 3d characters? Thanks in advance.

202
Support / Collision Detection
« on: October 18, 2006, 01:06:57 am »
I've implemented CollisionListener and, of course overridden void collision() and boolean requiresPolygonIDs(). I have called Object3D.addCollisionListener(listener) on both objects, and have made the code of the collision() method to be System.exit(0); to test if anything happens. But when the collision is supposed to happen, it doesn't, and the program goes on running. Am I missing something? Thanks in advance.

203
Feedback / Suggestions for Next Release
« on: August 16, 2006, 10:27:33 pm »
Apart from better lighting controls (already promised in the docs), how about a Camera.follow(Object3D)? Could either start its own thread, or take the Object3D's current position plus the camera's delta from it once. That would be cool.

204
Support / Texture Mapping
« on: August 08, 2006, 07:33:12 pm »
My x-wing is being loaded from a 3ds file. Upon loading it, the texture files are listed on the command prompt. Is it supposed to load texture-mapped, or am I supposed to do something else.

The 2-part wings, on Egon's suggestion, were loaded separately, and I've even tried getting the instance to Texture Manager and adding the wings' top texture. The following code is what I tried. Am I doing something wrong? Or am I supposed to call something during the rendering process?

   TextureManager manager = TextureManager.getInstance();
   Texture wingTop = new Texture("./WolfXWing/WINGTOP.JPG");
   manager.addTexture("WINGTOP", wingTop);

205
Support / Object3D.animate(float)
« on: August 04, 2006, 11:46:37 pm »
My X-Wing is supposed to open its wings completely at the end of its animation, but when I call animate(1f), nothing happens. I've tried rebuilding the model, but nothing happens.  Thanks for any help.

By the way, the file consists of 37 model pieces, all merged into a simple Object3D. The following code merges them:

   Object3D[] objects = Loader.load3DS("./WolfXWing/xwing.3ds", .001f);
   xWing = Object3D.mergeObjects(objects[0], objects[1]);
   for (int i = 2; i < objects.length; i++)
         xWing = Object3D.mergeObjects(xWing, objects);

206
Support / Tutorials or Help
« on: August 02, 2006, 11:58:55 pm »
Hello. I wanted to start writing programs with JPCT but I need some sort of getting started tutorial. Does anyone know of one.

I am a very good Java programmer, and I did write a program that draws an X-Wing with JPCT and moves the camera around by just reading tha API docs, but I'm not great at 3D graphics programming and a bunch of weird things are happening. The X-Wing isn't onscreen when I start the program, and it disappeard very fast as I zoom out. I've tried increasing FOV but that didn't help.

Also, I'm sure my code has some redundancies because, as I said, I wrote it by just reading the APIs.

Pages: 1 ... 12 13 [14]