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Messages - sushobhit

Pages: 1 ... 4 5 [6] 7 8
76
Support / Re: Video Capture
« on: March 19, 2014, 01:19:16 pm »
I tried GLView.getDrawingCache();

Returns empty bitmap... ???

Can I get bitmap from the world.getCamera();

77
Support / Re: Video Capture
« on: March 19, 2014, 10:44:05 am »
View content = findViewById(R.id.layoutroot);
    Bitmap bitmap = content.getDrawingCache();
    File file = new File( Environment.getExternalStorageDirectory() + "/test.png");
    try
    {
        file.createNewFile();
        FileOutputStream ostream = new FileOutputStream(file);
        bitmap.compress(CompressFormat.PNG, 100, ostream);
        ostream.close();
    }
    catch (Exception e)
    {
        e.printStackTrace();
    }

Can this be used with GLViews

78
Support / Video Capture
« on: March 19, 2014, 10:38:37 am »
Ok now that the Game is developed it has to be posted to the market.
Great !!! Wait .. now wouldnt it be interseting if I could capture the Video of the game
during play.....it would be great for marketing right!!! but how...

Now I know it is quite possible as everytime a new Bitmap is created in onDrawFrame
or to be more specific frame...

So what I want is to somehow save each frame in image format
and then later on compile all these images into a single video file

Something like :
onDrawFrame(fb)
{
fb.clear(RGBCOLOR);
world.renderscene(fb);
world.draw(fb);
fb.display();
world.savecurrentframeimageBMP(OUTPUTSTREAM);
}

Can anybody tell how it can be made possible...
Something like taking ScreenShots....

Now that I think of it this technique can also be applied for making animated movies.

Eg : In the game music ride 2 posted in Projects (JPCT) there is video of game being played in realtime . 8)

79
Projects / Re: Space Cop 3D
« on: March 13, 2014, 07:00:55 am »
Meybe Next month it will be complete

80
Projects / Re: Space Cop 3D
« on: March 13, 2014, 07:00:22 am »
Started working on the next version

Really like to thank irony for pointing out the control problem now
have made the controls smoother and it's working real well
Also the SpShip is animated now....
And when you pause the game the Camera ZOOMS on the SPSHIp (KOOL)

81
Projects / Re: Space Cop 3D
« on: March 13, 2014, 06:57:57 am »
Just completed Century on APK Files  (> 100 Downloads)


82
Support / Re: Texture UVMapping
« on: March 11, 2014, 10:38:18 am »
thanks got it

I was not putting the UV's on the model before exporting that is why they were not getting applied..

Used lithUnWrap to make the map.
Exported .luv
Exported .bmp

Applied .luv on my .ms3d and then exported
painted .bmp with skin . and there it was MYBOY with clothes on ;)

83
Support / Re: Texture UVMapping
« on: March 11, 2014, 07:28:24 am »
And this is how I am filling the colors in the MAP :

Just a rough MAP i create in MSPAINT (just to test) :

http://speedy.sh/hr42P/THISSHOULDDO.bmp

When I get it right it would be photoshopped
This one is just to explain what I am doing...

Please point out where I am going wrong because this is the last problem I am encountering rest all the concepts have come into place...

84
Support / Re: Texture UVMapping
« on: March 11, 2014, 07:12:46 am »
Can you take a look at what is wrong :

Model : http://speedy.sh/k56R3/myboy.md2

Texture Map : http://speedy.sh/txmSD/THISSHOULDDO.bmp

85
Support / Texture UVMapping
« on: March 10, 2014, 10:33:47 am »
Just trying to make an Island model.
The Model loads perfectly (format .md2)
Created the Texture Map for the Model in UVMapping Software (Steve Cox)

I choose Planar Map , it creates the front and the back
But when I settexture in JPCT the texture are very qurky

Tried to create tile texture by group but still the texture are not at all applied properly.

What I want to know is what are the specifications for creating the Texture Map of an Model :
Which software should be used.
The Model was created in Milkshape3d then I exported it to MD2.
To create the Texture I exported the model .OBJ and opened it in UVMapper (Steve Cox)
-> New UV Map
Alignment Z-Axis
Split By Orientation
Orientation Horizontal

But the texturemap it creates does not at all orients with the model in the JPCT
What happens is simply the whole Bitmap is pasted on the Model

What could be the problem...
I have also tried it with calctexturewrap but to no use

86
Projects / Re: Space Cop 3D
« on: March 09, 2014, 02:15:04 pm »
OK SO NOW TWO PEOPLE HAVE POINTED THIS OUT SO THIS ISSUE WOULD SURELY WILL DEALT WITH..

Actually The project is paused for sometime

doing 3d modelling self-learning ...

Kudos today I made a Rock with animation MD2 with animation (all these triangle are getting into my head ;)

So next version will have animated collisions & better controls & better camera angles....


87
Support / AlienRunner Memory Ques
« on: March 07, 2014, 07:07:02 am »
Hi Egon ,

Yesterday I downloaded AlienRunner source and was going through it in SurfaceCreated
there is piece of code something like this :
int[] memoryalloc = new int[1024*512*3];
memoryalloc[0] = 1; //use it
memoryalloc = null; // clean it
// 6 mb

Now as I can see here you are just creating 6 mb space in the memory(RAM) and then make that 6mb free
As memoryalloc is not used anywhere else then why are you doing this code.

Please help me understand and does it increase the efficency of APP

88
Projects / Re: Space Cop 3D
« on: March 07, 2014, 06:58:27 am »
No I didnot change the controls Friend.
reason because..
There are just Five Movements of the SpaceShip
2 left 1 Center 2 Right
But some other additions were done
1. SpaceShip got animated (it has blinking NYPD lights)
2. Levels get challenging when points increases.

89
Support / Re: Problem with MergeObject
« on: March 06, 2014, 02:06:45 pm »
thanks

90
Support / Problem with MergeObject
« on: March 06, 2014, 10:12:50 am »
I am trying to create a Object by merging many objects on a Plane

It is something like say there is a Plane and on that Plane I want a House , a shop , some trees

So i do a mergeobjects
Something like this :
house.translatemesh();
trees.translatemesh();
shop.translatemesh();
finalobject = mergeobjects (finalobject,plane);
finalobject = mergeobjects (finalobject,house);
finalobject = mergeobjects (finalobject,shop);
finalobject = mergeobjects (finalobject,trees);
trees.translate(100,0,0);
trees.translatemesh();
finalobject = mergeobjects (finalobject,trees);
shop.translate(0,0,100);
shop.translatemesh():
finalobject = mergeobjects (finalobject,shop);
trees.translate(100,0,50);
trees.translatemesh();
finalobject = mergeobjects (finalobject,trees);

The final Object I get always have different rotations.
I will try to be more specific
The objects gets merged ok but Cam.lookAt(finalObject.gettransformedcenter());
the transformed center is different If I add more objects
I want the cam to always lookAt the planes transformed center

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