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Messages - Uncle Ray

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46
Support / Re: Question,how to set two camera in jpct?
« on: October 20, 2014, 05:30:24 pm »
Any tips?

47
Support / Question,how to set two camera in jpct?
« on: October 20, 2014, 02:43:01 pm »
SOLVED
Thanks for ego's and thomas's great help,the problem solved perfect.

Just two cameras in the same screen,how to implement?
Is the any example?
Thx,ego.
Just a little simple example,any help will be much appreciated.


48
Support / Re: if i want to delete the Object3D,which way better fps?
« on: October 14, 2014, 01:21:58 pm »
thx,ego,got it ,setvisibility is the best_way,thx,thx ;D

49
Support / Re: if i want to delete the Object3D,which way better fps?
« on: October 14, 2014, 12:42:18 pm »
Any helps will be appreciated.

50
Support / if i want to delete the Object3D,which way better fps?
« on: October 13, 2014, 07:21:54 am »
SOLVED THX EGO





in my project,i want to create a missile,when it hit the target,it must be disappear.
i set the missile to Object3D.
Here is some ways:
1.
missile.clearobject;

2.
world.removeobject(missile);

3.missile.setvisbility(fasle);

which way is better fps?


And more,if i want object invisibility,which way is better fps?
1.setvisibility(false);
2.setTransparency(0);
3.settexture("trans"),
the"trans" is a transparent png,so the object would be invisibility.



Thx ego

51
yes,it is opengl es 2.0,i got it,just square,thx ego.

52
Support / how to transition transparent?
« on: October 08, 2014, 07:11:42 am »
SOLVED THX EGO



this is what i want!











this is what my project.
the problem is the texture have many tanspanrent value, but in jpct only have one single transparent value,how can i to achieve a transition
effect.
here is the texture
:





53
Support / why set texture with 128*128 png is ok,but 128*256 it is none?
« on: October 08, 2014, 05:08:17 am »
SOLVED THX EGO
with the Objetc3D ,i used the same png for set texture,when it's resolution 128*128,everything is ok.
but when it's resolution is 128*256,the object3D was displayed nothing but black.

whether the texture must be 128*128,256*256.....?

54
i translate 3ds to ser just with jbrush,every single model(3ds,md2,obj)  translate into ser with jbrush, is ok,but object3D array is my first time with jbrush.
maybe the problem is the jbrush?

I think jbrush's  ser method is the same thing with jpct_desktop's ser method.
may be i am wrong?

55
i have two files,a.ser,a1.3ds.
there are the same thing just different format,this is the big model which contains many parts.i want every part of it is the single objetc3D
in jpct.here is the code:

which is ok:

Object3D[] waypoint= Loader.load3DS(res.openRawResource(r.raw.a1), 1);   
           
 world.addObject(waypoint[1]);




which is wrong:
Object3D[] waypoint= Loader.loadSerializedObjectArray(res.openRawResource(r.raw.a));   
world.addObject(waypoint[1]);





ps:the model have 100 parts,use load3ds everything is ok.
use loadSerializedObjectArray,just world.addObject(waypoint[0]) is ok,and show 100 parts.
i think,in loadSerializedObjectArray all of parts is saved in waypoint[0] not waypoint[].
How can i fix it?
thx,ego.

56
Support / Is there a way to set several textures into one object3D?
« on: September 23, 2014, 06:16:48 am »
SOLVED THX EGO



In my project, there is 5 or 6 textures with one object3D.
here is my solution:
one:combined several jpgs into a big one,i think the new big one's resolution would be very large,may be fall down the jpct's fps?

the other one:split the big model(for example,A.md2)into several smaller model(a1.md2,a2,md2,a3.md2.....);
so every new small Object3D just set the only one texture

question:
which way is the best fps?
And more,is there a better way to set several texture into a one model?
Thx,ego.

57
Support / Re: in racing game how to creat a minimap?
« on: September 19, 2014, 03:56:49 am »
My question was solved ,thx ego.

But there is a new question:
when i use buffer.blit(texture, 0, 0,1256+225-(mycar_dx), 8+220+(mycar_dz), 32, 32, FrameBuffer.TRANSPARENT_BLITTING);
in device which is 1920*1080,it is ok,just in the right location.
in device which is 1280*720,it's dispear......
when i switch LANDSCAPE to PORTRAIT,it's dispear too.


I think the problem is locate the minimap was based on the pixel,is that right?
Is there a method of blit() which is not base location on pixel but base on the proportion of device's screen(1080p,720p,480P)

thanks

58
Support / in racing game how to creat a minimap?
« on: September 18, 2014, 05:44:21 am »
    SOLVED THX EGO                                                                                                         ________________
                                                                                                             |    ___________   |
                                                                                                             |    ____●___     |  |
                                                                                                             |                  |    |  |→→→→→→→→→minimap
                                                                                                             |                  | ● |  |
_______________________________                                                     |__________|__|_|
                                                       |
                  npc_car ← ■                   |
______________________               |
                                       |  my_car  |
                                       |    ↑ ■       |→→→→→→→→→→→→my_main_world(which place the Object3D)
                                       |               |
                                       |               |



                                                                                                                           _____________________________________________________________________________________________________________

In the unity 3d ,if you want to create a minimap just set second camera,and...............

but in the jpct,how?
And i want to show whole of  the trace in the minimap,and just the location of the my_car and npc_car but not rotation,because in my game cars always forward.

i have the model of trace,how to reach that?
Anymore help would much appreciated.


59
Support / Re: how to let rotationmartrix only rotate without translation?
« on: September 03, 2014, 08:12:49 pm »
may be the point is the model?
i tried another model,which is the same model like obj_car.
here is really just rotation no more translation,but have a question?



{SimpleVector front=obj_car.getZAxis();
   front.scalarMul(-1);
   Matrix a03=obj_wp[1].getRotationMatrix();
   a03.setRow(3, 0, 0, 0, 1);   
   if(obj_car.checkForCollision(front, 2.5f)==obj_wp[1].getID())     
   {obj_car.setRotationMatrix(a03);}
     
     
     
   
   
   }

question:
1,when i rotate obj_car,obj_wp[1] was rotated too,why?
2.i just want the obj_car and obj_wp[]1 have the same face in the world space,no translation,just rotateisY or rotateYaxis .
Is there a better suggest?


PS:recently,i have asked so many questions, and you always  have the best answer,thanks again, :)

60
Support / Re: how to let rotationmartrix only rotate without translation?
« on: September 03, 2014, 06:48:09 pm »
but the fact is thranslation still alive;here is my code

{SimpleVector front=obj_car.getZAxis();
   front.scalarMul(-1);
   Matrix a03=obj_wp[i_check1].getRotationMatrix();
   a03.setRow(3, 0, 0, 0, 1);   
   if(obj_car.checkForCollision(front, 2.5f)==obj_wp[1].getID())      
   {obj_car.setRotationMatrix(a03);}
      
      
      
   
   
   }

the fact is obj_car still translation.......

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