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Messages - AGP

Pages: 1 ... 97 98 [99] 100 101 ... 104
1471
Support / Re: Java 2D Behind JPCT
« on: March 29, 2008, 03:49:07 am »
Okay, you did 2D-3D-2D. That seems easy, in retrospect. But what I need is 3D-2D-3D. I tried making the last 3D object invisible, render and draw, draw 2D, then add that object and make everything else invisible, render and draw, then display(). As I expected, it didn't work (I lost the very first object but the 2D was behind the last object). So now what do I do?

1472
Support / Re: Java 2D Behind JPCT
« on: March 29, 2008, 01:01:33 am »
After looking at it for twenty minutes I finally saw what I needed: FrameBuffer.getGraphics()! Not once had I used that one before. Thanks again, pal.

1473
Support / Re: Java 2D Behind JPCT
« on: March 28, 2008, 11:30:35 pm »
Thanks a lot, buddy. I'll have a look.

1474
Support / Java 2D Behind JPCT
« on: March 28, 2008, 11:12:44 pm »
Is that possible using the software engine? If so, how, because the 2D graphics always seem to come out on top?

1475
Support / Re: Bow String and Cyberkilla's Skeletal
« on: March 24, 2008, 07:15:18 pm »
Okay, but I still have to update the screen afterwards. So if I call draw() from mouseMoved(MouseEvent), how does that make it a separate thread? Or maybe I do need an independent thread just for draw(), after all.

1476
Support / Re: Bow String and Cyberkilla's Skeletal
« on: March 23, 2008, 11:31:16 pm »
Well, the bow turns as you move the mouse. So, other than rotating it in mouseMoved(MouseEvent), how would you do it?

1477
Support / Re: Bow String and Cyberkilla's Skeletal
« on: March 23, 2008, 09:05:09 pm »
I don't have a rendering thread. Should I? As it is right now, two different threads call draw(), but as far as I can tell, never at the same time. Is there a problem I don't know?

1478
Support / Re: Bow String and Cyberkilla's Skeletal
« on: March 23, 2008, 05:38:59 pm »
Thanks a lot, pal, it worked. Now, I'm occasionally getting an array index out of bounds exception with the visibilty lst (and so every occasional frame doesn't get drawn). At the beginning of the program, I'm using Config.maxPolysVsible *= 4; Does that have anything to do with it? Also, I'm only using the software renderer.

And if anybody can solve the skeletal thing for me I'll be very grateful.

1479
Support / Re: Bow String and Cyberkilla's Skeletal
« on: March 22, 2008, 05:25:55 pm »
How would I do that? Matrix transformations = Object3D.getWorldTransformation(); vertex.x*transformations.getXAxis(), then repeat for y and z?

Sorry if it sounds stupid. I did take this math (and even wrote a very simple 3d "engine" of my own), but it's been many years. I appreciate your help, pal.

1480
Support / Re: Bow String and Cyberkilla's Skeletal
« on: March 22, 2008, 01:05:48 am »
Egon, I would love your help on the VertexController thing, which is the more appropriate solution in this case.

But if anyone who knows the answer to my Skeletal API problem reads this, I'd still really like to know for future reference, because this is as far as I have come to succesfully using the API and I have a lot of character stuff I want to do. For the record, this is where I got the 3dsmax 9 exporter: http://www.walkerfamily.name/lexiexport.php

1481
Support / Re: Bow String and Cyberkilla's Skeletal
« on: March 22, 2008, 12:20:30 am »
I can't get the mesh updated as I turn the bow.

Actually I just re-wrote my code and it's not even working the first time now. I do call VertexController.updateMesh() and have even renewed my instance of VertexController. The following is what I'm doing. I think I know one of the things you'll say: VertexController gives me vertices in object space and I want them in world space. But how do I get that?

Code: [Select]
SimpleVector[] vertices = getSourceMesh();
SimpleVector lowest = vertices[0], highest = vertices[0];
for (int i = 1; i < vertices.length; i++) {
    if (vertices[i].z < lowest.z)
lowest = vertices[i];
    if (vertices[i].z > highest.z)
highest = vertices[i];
}
SimpleVector[] extremes = new SimpleVector[2];
extremes[0] = lowest;
extremes[1] = highest;
...
Then, after buffer.display(Graphics):
SimpleVector point1 = Interact2D.project3D2D(mainCamera, buffer, uppermost);
SimpleVector point2 = Interact2D.project3D2D(mainCamera, buffer, lowermost);
g.setColor(Color.white);
g.drawLine((int)point1.x, (int)point1.y, (int)point2.x, (int)point2.y);


1482
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!

1483
News / Re: New version of...myself!
« on: January 13, 2008, 10:27:16 pm »
Thanks a lot, buddy. Here's mine:


1484
News / Re: New version of...myself!
« on: January 12, 2008, 03:24:34 am »
Congratulations, pal. I had mine on the 23rd. I didn't want it for nine months, but now that it's out it's the most gorgeous being I ever saw. Mine's also a boy named Lucas.

And for the guy who wished for good AI, let's just call it I (or perhaps NI?)!

1485
News / Re: Version 1.15 has been released!
« on: October 03, 2007, 08:24:01 pm »
Thanks a lot for your hard work, Egon.

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