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Messages - hthth

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Support / Re: Render text onto an object3d
« on: November 03, 2007, 07:35:25 pm »
You could use the Object3D.setAdditionalColor(java.awt.Color) to make the surface seem brighter. Works pretty well for me, I use it for stuff like buttons that should appear to glow in a dark environment. You can see an example in the latest screenshots in this thread -- the lights and red orb in there have additional colors.

Support / Re: Scene Rotation
« on: October 28, 2007, 04:42:16 pm »
I misunderstood your question. So basically, you already have the mousedragging but you want acceleration depending on the the mouse position relative to the sphere?

How about this:

  • Register where the user initially clicks on screen. You can do that using the mousePressed(MouseEvent e) method.
  • Find the center of the screen
  • Multiply the rotation by the distance from the initial mousePressed coordinate to the center-of-screen coordinate.

Example: rotationX = (dragDelta.X * (centerDelta(mouseOrigin.X, Center.X)))

Where dragDelta is the distance the user dragged. Center is the center of screen and mouseOrigin is where the user initially pressed at the start of the drag. The centerDelta method would return a sensible variable based on the distance from mouseOrigin.X to Center.X. So the further away from the center the user clicks, the rotation gains more force.

If I'm still misunderstanding you, and the actual question is how you get an acceleration effect where the rotation slowly decelerates over time then the answer would be the above and additionally decreasing the value of delta from center multiplier over time.

This'd work okay if the sphere is close to you, but might not work so well if the sphere is small on screen. Does this help? Or am I still misunderstanding your question?

EDIT: This, of course, does not depend on the user actually grabbing the sphere. If that's an issue then you could use Interact2D to check if the user is actually clicking on the sphere or not, and then calculating the distance from that point to the center of the sphere (instead of calculating the distance from the click and to the center of the screen).

Support / Re: Scene Rotation
« on: October 28, 2007, 03:12:52 pm »
I don't remember having come across any examples that show it, and I don't have the code at hand. But it should be relatively easy to implement, have a look at the following methods in Object3D:

rotateX(float w), rotateY(float w) & rotateZ(float w)

Rotates the object's rotation matrix around the x-axis by the given angle w (radian, counter clockwise for positive values).

You'd just calculate the X/Y deltas of the mouse-drags and feed those distances into the rotation methods. The other thing you could do is keep the object still and rotate the camera around the object instead (in that case look at the Camera class documentation for rotation).

Support / Re: License information
« on: October 27, 2007, 05:30:39 pm »
The license for that demo is: Do what you like with it. Modify it, rip it apart, sell it, print it and use it as a wallpaper...

Excellent. Thanks for the source, and the quick response.

Support / Re: License information
« on: October 27, 2007, 03:27:08 pm »
Am I right to assume the same licensing applies to your Feud/BlueThunder FPS Demo?
I've been using/modifying some code and classes to create a GUI for my game, really saved me a lot of time.

Projects / Re: Mystery Puzzle Game
« on: October 25, 2007, 06:33:16 pm »
Just posted some information plus the most recent screenshots over at my blog, Think Artificial. If anyone's interested in keeping taps on what I'm doing.

EDIT: Might as well post the screens here too. I'm making all models and textures from scratch.

Projects / Re: Mystery Puzzle Game
« on: October 10, 2007, 02:54:10 am »
Thanks for testing this one was absolutely my fault: I handle objects via methods depending on what they are (light, flat-shaded, etc.), and in the method for setting flat shading I forgot to add the Object's part to the world. My bad.

Anyway, the flat shading works now and it looks muuuuuch better! The edges definitely don't look curved anymore :)

Edit: Here's a screenshot to compare with the ones above.

Projects / Re: Mystery Puzzle Game
« on: October 09, 2007, 05:10:29 pm »
Thanks Helge.
It looks like you're right on the texturing issue, shrinking the polygons worked! But I tried enabling flat shading on a part and it disappeared/became see-through, haven't figured out why yet. A play on the texture orientation helps make the archway edges look more sharp though, so that's cool for now.

Projects / Re: Mystery Puzzle Game
« on: October 08, 2007, 12:51:45 am »
Well. Another weekend passed and some more screenshots to have a look at. Starting with a small bug that's been haunting me. Does anyone know why this could happen? :

The texture appears to move when the camera pans, as if it's constantly remapping itself onto the object. This only happens when I use the software renderer when I switch to hardware the bug disappears and the texture looks fine again.

Any ideas?

Anyway, here are some sneak peaks at what I'm working on, still working on interior scenery and textures.

Another question if anybody has the time: In the image above, the edges of the archways look curved, or round-edged. That's not the way the model looks (it's got hard edges, supposed to look like steel), the light appears to be making them look round. Anyone have any suggestions on how this could be mended?

Projects / Re: Mystery Puzzle Game
« on: October 03, 2007, 04:14:38 am »
Thanks for the compliments and advice, Remo. I'll definitely have a look at the DevKit.
I'm currently reading up on proper texture creation and application as well as finetuning my modeling skills (no real experience with it). If anyone's looking for a wholesome info on texture creation, I recommend 3D Game Textures: Create Professional Game Art Using Photoshop by Luke Ahearn. It technically contains tutorials that you could easily find online, but he presents it pretty nice and coherently.

Projects / Mystery Puzzle Game
« on: September 30, 2007, 11:14:30 pm »
I recently started working on some game ideas, and am planning to make a very short mystery/puzzle like game if time allows. Despite the project's young age I thought it'd still be fine to tell it to the world. So here's the fruit of this weekend, a few screenshots of my experiments:

[Note that the sky is black because I haven't putten in a roof]

I'm currently getting the hang of architectures and texturing, plus using dummy objects for telling jPCT what to do (like player position, lights, etc.).

Support / Re: Good Editors for .3DS Modeling?
« on: September 28, 2007, 09:42:30 pm »
That's great, and probably a lot simpler than trying to find an editor. From what I've seen it basically works the same way as when loading .3DS files, right? .OBJ contains a reference to the texture name, and you use the TextureManager to import textures with the same names as the ones contained in the .OBJ file?

I'll give it a shot. Thanks for a quick reply.

Support / Good Editors for .3DS Modeling?
« on: September 28, 2007, 04:00:50 am »
Hello everyone.
Long time since I've been here so long that I'd completely forgotten my password and apparently have switched email addresses as the forgot-my-password reminder didn't work. (I used to be Raven).

Helge, those new projected textures look incredible man!
Great job, and glad to see there are still projects piling up. I'm hoping to jump back into jPCT development myself and make a pet project game. In the past couple of days while I've been familizaring myself with jPCT again, I came across a problem from the past: I never managed to get textures imported correctly. For some reason the apps I was using always messed up the 3ds export beyond recognition.

To conclude what turned to be a much longer post than I originally intended:

What 3D editor do you recommend [that works with .3DS] ?

I'm mainly going to be using it for architecture (as opposed to character design), if that makes any difference. It wouldn't hurt if it had a short learning curve, or if it was free, but at this point I'd be happy with anything that simply gets me going. Do I go for 3D Studio Max?

I appreciate your help.

p.s. .3DS is still the best format to work with for jPCT, right?

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