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 - EgonOlsen

Pages: 1 ... 779 780 [781] 782 783 ... 822
11701
Support / Question: Models, lighting, and more.
« on: November 07, 2005, 07:21:18 am »
Quote from: "Raven"

Q1: Aren't the 3ds models supposed to find the textures themselves if they are imported into TextureManager?
Q2: It's the name of the material that 3ds models use for texturing that matters, not the .jpg name, right?
IF they are named correctly, then yes, jPCT will find and use them. If they are not named correctly, you should see this on the console. jPCT will tell you that it has added a texture named "blahblah" to the TextureManager. That's the name you have to give it when adding it before loading the model.

11702
Support / Question: Models, lighting, and more.
« on: November 06, 2005, 12:37:05 pm »
Quote from: "Raven"

How about the my third question regarding object lists? Any method that returns an array of Object3D's within a given distance from, for example, a camera?
No, you have to do this yourself. It's easy. Just iterate through the objects of a world, get their transformed center and calculate the distance from the camera's position (i.e. subtract the camera's position and get the length...can both be done by using the appropriate methods in SimpleVector) to each of them.

11703
News / Version 1.08 has been released!
« on: November 04, 2005, 03:48:30 pm »
Quote from: "Melssj5"
Sorry for my english skills but. Doubling the version? what does that mean? I just dont understand!
BS... :wink: That should read: "check the version". I have no clue, why i actually typed double instead... :oops:

11704
News / Version 1.08 has been released!
« on: November 04, 2005, 07:42:23 am »
Quote from: "Melssj5"
Yes I saw that the last version of the docs are there, but I always use the version that is included with the API, that should be actualized too.
Then please check the version you are using. It is part of the docs that come with the API. It always has been since it has been added... :!:  :?:

Edit: double->check

11705
Projects / tokima
« on: November 04, 2005, 01:05:44 am »
Quote from: "acorn98"
I'll have a think about ways to improve the clues that something is happening when you click stuff :)
I think that the cursor should change somehow if you can interact with an item (get a green glow around it or something).
Great artwork and a cool mood (as usual!). About gameplay: I've found the card and opened the suitcase. Am i supposed to do anything else?
A technical question: Are you using any of jPCT's optimizations for indoor scenes (like Config.isIndoor and Config.zTrick)?

Edit: Oh, and i would appreciate if movement were a little faster. Maybe a 30-50% speedup.

11706
Projects / Raven's projects
« on: November 03, 2005, 05:45:07 pm »
It should be possible to get what you want easier IMHO. I think that you can use polygon IDs for this. For each model in question, you may determine which polygons belong to which body part. Using the PolygonManager on an untransformed/-translated object you can get the vertex coordinates in object space...and it may be possible to say that (for example) everything below y=-10 is the head, between 10 and -10 is the chest etc...that may work on most models well enough. Store this list and use a CollisionListener to get the ID of the polygon that has been hit by the collision, search your list for it and voila, you have your body part. Just an idea...
If you follow the "boxes"-approach, they don't have to be invisible all the time, just during rendering. That's what Paradroidz does to calculate collisions against a sphere even if the droids are usually none. When rendering, the droids are visible and the spheres are invisible. When doing the collision check, the spheres will become visible and invisible again after collision detection has finished. But i would head for the polygon ID way instead...should be easier and works better if you manage to assign polygons to body parts in some way.

11707
Support / texture tiling?
« on: November 03, 2005, 08:31:14 am »
You can use u/v-coordinates greater than 1 or below zero. For example 3 instead of 1 in your example should "triple" the texture onto the polygon.

11708
Feedback / New web layout
« on: November 02, 2005, 11:03:02 pm »
And it offers more and more current information. I thought that relaunching the website is important to promote the engine. A lot of people weren't aware that it's not just an "applet engine" because they never realized that it can do OpenGL for example. I hope that the new site makes this clearer.

11709
Projects / Re: FPS architecture -- brainstorming
« on: November 02, 2005, 11:01:17 pm »
Quote from: "Raven"
A partial solution to this problem would be having a certain type of signal in the level designs as pointers for a "LevelManager" which would place objects....
Theoretically, this would be possible with jPCT, yes?
Yes. But i would use the name of the object, not it's texture. jPCT creates names for objects loaded from 3ds that start with the name the object has in 3ds. You may check for this name and don't merge the placeholder object to the level but replace it with the item instead.


Quote from: "Raven"

Can anyone think of a good way to implement a segmented-body ? There's also the question of computation, will segmented humanoids be too much for jPCT to handle?

Not too much to handle, but difficult to implement. It should be possible to code such a thing using IVertexControllers....but it sounds quite hard to do to me.

Quote from: "Raven"

I also noticed in another thread that Egon/Helge has been questioned before about skeletal-character physics like Half-Life uses. At the time there was no plan to implement that kind of feature. That hasn't by any chance changed, has it?  :)
The point is, that i can only do so much. Doing a good skeletal animation system is a little project of its own. To be honest, i hoped for somebody to write one on top of jPCT, releasing it to the public and letting me integrate it into the engine's core to squeeze out some additional performance...but that didn''t happen until now :wink:
To be honest, i don't recommend starting with a goal as high as this animation system because chances are that you'll never finish it. But that's just me.

Quote from: "Raven"

My current thoughts on saving are by simply making the Level class, Stats class (Contains historical info about the gameplay) and Player class serializable. When continued you would simply load the classes.

Sounds a bit brute to me, but that's all I can think of.
Don't know, should work well enough if space and/or loading times aren't important.

11710
Support / Re: serial version uid
« on: November 02, 2005, 10:44:44 pm »
Quote from: "raft"
and when did you update the site, i must have missed it. it looks nice :wink:
Yesterday... :wink:

About the ID: I thought about that but isn't the result the same? I.e. you can't deserialize old stuff with a changed class. I'm asking because i've never used it. I just serialized all the required instances again after making a change. So where is the actual difference?

11711
News / Version 1.08 has been released!
« on: November 02, 2005, 07:41:59 am »
Quote from: "Anonymous"
The enableGLCanvas method is not present on the java doc!
:?:  :?:  :?: It is. It's called enableGLCanvasRenderer(int) and can be found in the FrameBuffer docs.

11712
Support / using camera.lookAt
« on: November 01, 2005, 08:15:48 am »
I that case, you may either use Camera.getDirection() for this or get the rotation matrix directly from the camera like so:

Code: [Select]

Matrix pd=w.getCamera().getBack();
pd=pd.invert3x3();


However, i assume that movement should stay parallel to the floor even when looking slightly up or down to the object in question. Then you have to maintain the player's rotation matrix yourself, i'm afraid. That's what the fps example does too.

11713
Support / Unsatisfied Link Error when swiching rendering modes.
« on: November 01, 2005, 01:19:46 am »
They are, but for Windows. You have to use native libs for Mac. They can be found here: https://sourceforge.net/project/showfiles.php?group_id=58488
You may either upgrade the whole LJWGL-stuff (including the jars) that comes with jPCT (from 0.97 to 0.98 ) or simply download the 0.97 version for Mac and use the libs in the native-folder instead.

Hope this helps.

11714
Support / using camera.lookAt
« on: October 31, 2005, 11:08:55 pm »
I can't verify this. How exactly are you moving the camera, i.e. moveCamera(int mode, float speed) or moveCamera(SimpleVector direction, float speed)?

11715
Support / Unsatisfied Link Error when swiching rendering modes.
« on: October 31, 2005, 11:07:41 pm »
You have to include the native libs too. Either put them in the current directory (should work...) or use the -Djava.library.path=<your dir>-switch to tell the VM where to look for the native libs.

Pages: 1 ... 779 780 [781] 782 783 ... 822