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Messages - cyberkilla

Pages: 1 ... 26 27 [28]
Support / how to solve the shaking problem?
« on: November 22, 2006, 05:21:45 pm »
I might not grasp what you are saying, but it looks like what me and egon just said:).

If you manipulate the positions of them in one thread, and it isnt synchronised with the thread that does the painting, you end up with shaking.
Its hard to explain.

You NEED to translate the objects, THEN paint.

If i dont understand you still, my bad:P

Support / Adding clothing, weapons, shields to 3d model.
« on: November 22, 2006, 02:30:39 am »
Hello, i am in big trouble if i dont come up with a trick to do this!
Could someone give me any ideas?

In the 2d sprites, i simply superimposed them on in the paint function.

In 3d however, im stumped. I need a way to change hair, guns, boots, etc
on a generic 3d model i made.

If you help me, I will be your best friend.
It just occured to me that this would need to be done too, if i were
to move to 3d sprites!

Thanks in advance!

EDIT: Really, any ideas are great!
I prefer ONLY vertex colouring. No texturemapping if possible.

I know i can change colours of vertexes to give effect of clothing,
but things such as hoods, capes, etc, would not work like that.

Support / how to solve the shaking problem?
« on: November 22, 2006, 01:00:45 am »
That is exactly what I meant:P

Support / how to solve the shaking problem?
« on: November 21, 2006, 10:22:30 pm »
That is interesting.
I have no idea what you are referring to, but I do recall
this happening if your backbuffer isnt used properly.

When superimposing sprites onto the map, changes to the positions of
them were done, and you end up with things shaking as the positions
of some where altered before the redraw, and some missed it and were left behind by a pixel or to.

I would imagine you are speaking of a different phenomenon, but
I thought id mention this:)

Support / Isometric camera angle, and single sided polygon help:)
« on: November 21, 2006, 08:19:37 pm »
Hey:) I appreciate your fast response:)

I understand there will be perspective, but, its just rough.
So you suggest simply moving the camera...

Perhaps if I moved it by (-30,-30,-30)... I will post some screenshots
when I finish:)

This is the angle that seems to work, although, i do not know why it would:P

world.getCamera().setPosition(new SimpleVector(-4,50,30));

Feedback / F*** off all you spammers!
« on: November 21, 2006, 01:21:45 pm »
You have it easy:P

I made a forum for a small utility I made, and forgot to visit the site
for 3 month!:D

When I returned I had suffered a case of extreme bot spamming.
Its my own fault for not requiring people to register before posting:P

News / Away from keyboard for 2 weeks
« on: November 21, 2006, 01:13:48 pm »
I havent been on holiday for almost 7 years:P

Support / Isometric camera angle, and single sided polygon help:)
« on: November 21, 2006, 12:41:19 pm »
Hello! This is the first post ive made here:)

I have a project, in which I have a 2d isometric map,
and 3d models walking around.

I have managed to get it working!

My issue is that I cant find a decent isometric camera angle.

Another problem im having is: I am drawing in blender, and exporting
to 3DS format. If I open the 3DS file in blender, or openfx, etc,
it works properly. However, when I render it with jpct, I get a strange effect.

I looks as if the polygons are single sided. They have a colour from one angle, and not from the other.
This is fair enough, but my 3d model  has invisible pieces!
Then when you rotate it, the back of the model has the same problem,
except the faces that are invisible are the ones that were visible on the other angle!

I hope that makes sense:)

Can anyone give me a decent isometric angle, and an answer to my
single sided polygon issue?:)

Thanks again.

PS. This 3D engine is fantastic. I am going to plug it extensively on my websites if i get this sorted. It is nice that most people appear to be doing this anyway.

EDIT: Ive discovered a flag in blender to export doublesided:
Just incase another has this issue.
Details the use of CTRL+N in blender to make all faces "face" properly!

I hope that helps

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