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 - Irony

Pages: 1 ... 7 8 [9] 10 11
121
Support / Serialized object displaced/different center
« on: July 03, 2013, 09:19:59 am »
I used the mesh serializer plugin to convert my 3ds files.

.3ds looks like this:



.ser looks like this:


The red gun mounts are projected from child objects with identical relative positions in both cases.
Also, when playing the game and the camera is mounted at (0,0,0) looking forward, the guns are not firing symmetrical.

So it seems the ship model itself is slightly displaced or rather the center is calculated different, so relative positions change from 3ds.

btw, I'm calling world.buildAllObjects() in both cases.


122
Support / Re: About scene lightmaps and scene optimisation.
« on: July 01, 2013, 01:06:08 pm »
   One More question . It is easy to rename an .apk file as .zip  and access the assets and resource contents. Is there a way to hide them?
If you serialize your models, one can only use them with JPCT, but not edit them with Blender or 3d-Studio or utilize them in any other engine. If you use assets from e.g. Turbosquid, you are even required to do something like that.

123
Support / Re: Billboarding causes GC [update]
« on: June 24, 2013, 07:46:09 pm »
Works!

124
Support / Re: Billboarding causes GC [update]
« on: June 24, 2013, 09:49:17 am »
Hi Egon,
the billboarding works fine now, but I have a different problem in this beta.
The following error occurs when loading one specific model, however the exact same code works with previous versions of JPCT. Any idea?

06-24 09:43:40.470: I/jPCT-AE(8216): Processing object from 3DS-file: alien_spac
06-24 09:43:40.560: I/jPCT-AE(8216): Object 'alien_spac_jPCT269' created using 2556 polygons and 1465 vertices.
06-24 09:43:40.560: I/jPCT-AE(8216): Loading Texture...
06-24 09:43:40.590: D/dalvikvm(8216): GC_FOR_ALLOC freed 1608K, 42% free 31861K/54407K, paused 28ms
06-24 09:43:40.630: D/dalvikvm(8216): GC_FOR_ALLOC freed <1K, 40% free 32885K/54407K, paused 24ms
06-24 09:43:40.630: I/jPCT-AE(8216): Texture loaded...1048576 bytes/512*512 pixels!
06-24 09:43:40.865: I/size(8216): 0 471.4535
06-24 09:43:40.865: I/jPCT-AE(8216): Loading file from InputStream
06-24 09:43:40.865: I/jPCT-AE(8216): File from InputStream loaded...305 bytes
06-24 09:43:40.985: W/dalvikvm(8216): threadid=13: thread exiting with uncaught exception (group=0x40c5b1f8)
06-24 09:43:40.990: E/AndroidRuntime(8216): FATAL EXCEPTION: GLThread 517
06-24 09:43:40.990: E/AndroidRuntime(8216): java.lang.NullPointerException
06-24 09:43:40.990: E/AndroidRuntime(8216):    at com.threed.jpct.Loader.loadBinaryFile(Loader.java:1200)
06-24 09:43:40.990: E/AndroidRuntime(8216):    at com.threed.jpct.Loader.loadBinaryFile(Loader.java:1124)
06-24 09:43:40.990: E/AndroidRuntime(8216):    at com.threed.jpct.Loader.load3DS(Loader.java:1541)
06-24 09:43:40.990: E/AndroidRuntime(8216):    at com.threed.jpct.Loader.load3DS(Loader.java:165)
06-24 09:43:40.990: E/AndroidRuntime(8216):    at com.ironman_project.space.object.SpaceObject.loadModel(SpaceObject.java:156)
06-24 09:43:40.990: E/AndroidRuntime(8216):    at com.ironman_project.space.object.SpaceObject.setModelAndTexture(SpaceObject.java:98)
06-24 09:43:40.990: E/AndroidRuntime(8216):    at com.ironman_project.space.object.SpaceObject.<init>(SpaceObject.java:118)




125
Support / Re: Billboarding causes GC
« on: June 23, 2013, 11:27:45 pm »
Perfect! Thanks!

126
Support / Re: Billboarding causes GC
« on: June 23, 2013, 10:23:41 pm »
Sorry but no, the children are not where they're supposed to be..

127
Projects / Re: Thinking about some RPG..Android version.
« on: June 23, 2013, 02:17:23 pm »
Looks definitely better with the shadows. Can you already shoot those bastards?  ;D

128
Support / Billboarding causes GC [update]
« on: June 23, 2013, 02:13:15 pm »
After seeking the reason for frequent GCs in my code for half of last night I found it's the ships' engine glow (a semi-transparent plane with additive blending).
To be exact it's the billboarding on them. Removing setBillboarding(true) eliminates nearly all GCs.
I suppose I could do the billboarding calculation myself, but maybe it's possible for you to take a look. Thx!

129
Support / Re: Texture error on Adreno GPU
« on: June 21, 2013, 10:36:54 pm »
I see. So the 24 bit buffer did the trick then.

Forget what I wrote before about color banding; I think it was actually caused because stupid me used a god-knows-how-old version of JPCT.

130
Support / Re: Texture error on Adreno GPU
« on: June 21, 2013, 10:22:50 pm »
That did it!!
Also - omfg - no more color banding! <- just found out that was caused by OGL 1.0

Where is the worshipping smiley??

131
Support / Re: Texture error on Adreno GPU
« on: June 21, 2013, 10:07:58 pm »
thx I'll try.. back in a minute

132
Support / Re: Texture error on Adreno GPU
« on: June 21, 2013, 09:59:54 pm »
No, just basic stuff, single texture, one light source, no specular lighting

133
Support / Texture error on Adreno GPU
« on: June 21, 2013, 09:10:39 pm »
Hi, this is how it's supposed to look:


When I move only a little bit away, the texture goes crazy, showing large black spots that jump around and get bigger (it looks worse in motion than on the screenshot)



That happens on the Xperia Z Tablet which has an Adreno 320 GPU. It does not happen on the Note.
Is this some depth buffer issue? Is it that bad on this chip?

It seems to be related to geometry, the more complex the worse, a simple sphere does not show it at all:



Also, the red color banding is quite bad, but this also on the Note and may be related to the screen technology (as far as I know I use 32 bit textures)

Bit disappointed after buying this 500 Euro Gadget only to find that my game looks worse than before :(

134
Support / Re: Changing rotation pivot at run-time
« on: April 06, 2013, 09:20:20 pm »
Can I do something about it?

135
Support / Changing rotation pivot at run-time
« on: April 06, 2013, 03:24:19 pm »
There is a cylinder C with two dummy child objects at the top (T) and bottom(B).
I set C's rotation pivot to B, and do some rotations which work as expected.

When I switch the rotation pivot to T, C suddenly switches its orientation.
I suppose this happens because the new pivot point gets "melted" with the existing rotation matrix.

Is there a way that I can keep the orientation of C as it is, while still having a new pivot point for future rotations?


edit: I had a stupid error in my code that caused the orientation change. The problem now is that the object makes a "jump" when I change the pivot. Probably still an issue with my code though.

Pages: 1 ... 7 8 [9] 10 11