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Messages - AGP

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1516
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 05, 2008, 12:51:44 am »
Mizuki, could you and would you be willing to post what he wrote to you? Because by everything I've read, OgreXML is exactly what his loader loads.

1517
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 04, 2008, 06:17:58 pm »
Mizuki, if you find yourself able to build me a rigged human character that works with this skeletal API, I'd sure love it. Thanks for offering, and we might be able to work something out.

1518
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 03, 2008, 07:14:52 pm »
Egon, as always, thank you for the attention. You rock. But I read the file, and it has the following section. So no, not having a "bone hierarchy" isn't the problem. Like I said, Max and Maya can read these files.

Code: [Select]
<bonehierarchy>
<boneparent bone="Bip01_L_Calf" parent="Bip01_L_Thigh"/>
<boneparent bone="Bip01_L_Clavicle" parent="Bip01_Neck"/>
<boneparent bone="Bip01_L_Foot" parent="Bip01_L_Calf"/>
<boneparent bone="Bip01_L_Forearm" parent="Bip01_L_UpperArm"/>
<boneparent bone="Bip01_L_Hand" parent="Bip01_L_Forearm"/>
<boneparent bone="Bip01_L_Thigh" parent="Bip01_Spine"/>
<boneparent bone="Bip01_L_Toe0" parent="Bip01_L_Foot"/>
<boneparent bone="Bip01_L_Toe0Nub" parent="Bip01_L_Toe0"/>
<boneparent bone="Bip01_L_UpperArm" parent="Bip01_L_Clavicle"/>
<boneparent bone="Bip01_Pelvis" parent="Bip01"/>
<boneparent bone="Bip01_R_Calf" parent="Bip01_R_Thigh"/>
<boneparent bone="Bip01_R_Clavicle" parent="Bip01_Neck"/>
<boneparent bone="Bip01_R_Foot" parent="Bip01_R_Calf"/>
<boneparent bone="Bip01_R_Forearm" parent="Bip01_R_UpperArm"/>
<boneparent bone="Bip01_R_Hand" parent="Bip01_R_Forearm"/>
<boneparent bone="Bip01_R_Thigh" parent="Bip01_Spine"/>
<boneparent bone="Bip01_R_Toe0" parent="Bip01_R_Foot"/>
<boneparent bone="Bip01_R_Toe0Nub" parent="Bip01_R_Toe0"/>
<boneparent bone="Bip01_R_UpperArm" parent="Bip01_R_Clavicle"/>
<boneparent bone="Bip01_Spine" parent="Bip01_Pelvis"/>
<boneparent bone="Bip01_Spine1" parent="Bip01_Spine"/>
<boneparent bone="Bip01_Spine2" parent="Bip01_Spine1"/>
<boneparent bone="Bip01_Spine3" parent="Bip01_Spine2"/>
</bonehierarchy>

1519
Support / Re: Egon, What About Your Own Skeletal Extension?
« on: August 03, 2008, 06:52:05 pm »
It doesn't load. Most of the times it reads all the bones and crashes before reading the mesh. This latest attempt is crashing just before reading the "bone hierarchies"(whatever that means). I could write a simple loader, provided he created the addBone(SimpleVector p1, SimpleVector p2) method for which I asked a year go (not that he has to comply, of course!). Or the source code of his loader, but that would probably be tough. Anyway, the command prompt screen of the latest, but not most succesful (although that's really arbitrary at this point) attempt:

1520
Support / Egon, What About Your Own Skeletal Extension?
« on: August 03, 2008, 04:52:50 pm »
I understand why you didn't have one at first. And maybe don't even include as the main API. But couldn't you build your own skeletal extension, or else study Cyberkilla's and write a loader? Because his OgreXML loader is both limiting and broken. I could send you my models as proff, if you'd be willing to test them. You'll find they load on Max and Maya, but don't on Cyberkilla's API. And a skeletal structure is such a pivotal thing for most games.

1521
Support / Cyberkilla: About Your Skeletal API Again
« on: July 23, 2008, 09:37:41 pm »
Would you be kind enough to get a rigged model from me and send me an OgreXML file that works with your loader? PLEASE? I've tried everything, man. I got a Max 9 exporter, and it doesn't work with complex skeletons. I got a Maya Ogre binary exporter, then used the Ogre tools to get the XML and that didn't work. And I tried optimizing the meshes with OgreCommandLineTools. I used 5 different human models with similarly complex bone structures. All of them crash. PLEASE either convert one for me or send me a human model fully rigged that works with your loader.

By the way, just to clear things up: the exporters all work fine. What always crashes is your loader. And almost always it happens just after all the bones are read and as it's reading the very first mesh.

Or might I suggest a loadOgreXML(Object3D, InputStream, float)? That would help a lot in its own right.

1522
Support / Re: Java 2D Behind JPCT
« on: April 02, 2008, 01:03:13 am »
Just so the both of you know, the code did work. I appreciate both your help. For the record, the reason I wasn't seeing it work is the fact that I had some leftover code from a previous attempt. Thanks again.

1523
Support / Re: Java 2D Behind JPCT
« on: March 29, 2008, 05:55:20 am »
Sure thing. Thanks in advance.

Code: [Select]
    protected void draw() {
bow.rotateX(rotateX);
bow.rotateZ(rotateZ);
rotateX = 0;
rotateZ = 0;
buffer.clear();

scene.setVisibility(true);
arrow.setVisibility(false);
bow.setVisibility(false);

theWorld.renderScene(buffer);
theWorld.draw(buffer);
// buffer.update();

Graphics2D g2 = (Graphics2D) buffer.getGraphics();
java.awt.image.BufferedImage map = thePanther.getCurrentMap();
Polygon current = thePanther.getCurrent();
g2.setPaint(new TexturePaint(map, current.getBounds()));
g2.fill(current);

scene.setVisibility(false);
arrow.setVisibility(true);
bow.setVisibility(true);
theWorld.renderScene(buffer);
theWorld.draw(buffer);

if (adjustLine)
    bowTopAndBottom();
SimpleVector point1 = Interact2D.project3D2D(mainCamera, buffer, uppermost);
SimpleVector point2 = Interact2D.project3D2D(mainCamera, buffer, lowermost);
SimpleVector arrowPoint = Interact2D.project3D2D(mainCamera, buffer, arrowBack);

g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(Color.white);
g2.drawLine((int)point1.x, (int)point1.y, (int)arrowPoint.x, (int)arrowPoint.y);
g2.drawLine((int)arrowPoint.x, (int)arrowPoint.y, (int)point2 .x, (int)point2.y);

buffer.display(g);
    }

1524
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?

1525
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.

1526
Support / Re: Java 2D Behind JPCT
« on: March 28, 2008, 11:30:35 pm »
Thanks a lot, buddy. I'll have a look.

1527
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?

1528
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.

1529
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?

1530
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?

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