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Messages - EgonOlsen

#11926
Projects / Re: Technopolies 0.75
February 17, 2005, 07:27:03 PM
Quote from: "rolz"available at http://213.232.242.32/technopolies
Internal server error... :cry:

Edit: Seems to work again... :D
#11927
Feedback / Free 3ds files
February 17, 2005, 08:11:27 AM
Have you tried these: http://www.3dcafe.com/asp/meshes.asp ?
#11928
Feedback / kind of brain storming
February 16, 2005, 05:27:42 PM
Whatever you do: Don't consider to use portals for it. It's a real pain to place them and support for them, while still being in jPCT, hasn't been tested for a long time now. Simply because nobody (including me) uses them. If you want spatial subdivision, use octrees. They are much easier to handle.
Concerning the rest of your post, maybe you should ask rolz about these things. He has a cool server based multiplayer game in the works. Check it out in the projects section of this board (if you haven't already). It's called technopolis.

Quote
trying to look rationally it seems to chose outer camera and movement with mouse clicks as far more reasonable.
I think that too. Making this in first person would most likely look and feel very sluggish.
#11929
Support / strange malfunction
February 15, 2005, 08:22:42 PM
It must be something you are doing. Concerning jPCT's inner workings, there's absolutly no relationship between an objects rotation and the camera...unless you are creating one somehow.
The only thing i can imagine is that something gets confused by your multi-applet-one-world-different-cameras-approach, but even then...i can't think of anything that will cause this.
By "second camera" you mean "second applet", don't you? If you do, i assume that it doesn't rotate correctly in any of them, right? Or is it ok in one and wrong in the other?
#11930
Support / Rendering different cameras
February 15, 2005, 10:49:55 AM
Quote from: "Melssj5"I made a List with static variables, one of them is the position using a simpleVector, and each applet has a camera, and an aircraft, but the rest of aircarfts are moved by updating the list content, well. The pronlem is that the textures of the other aircafts are not being displayed, only the own texture in each applet.
I don't get what you are doing there...do you have a screenshot to illustrate the problem?
#11931
Support / strange malfunction
February 15, 2005, 10:21:00 AM
QuoteSo it worked perfectly so I made a 3D aplication for that, and it worked the mouse moved along the maze by it self, but when I tried to set a camara in front of the mouse, the mouse doesnt rotate, only move, just for changing the camera, that have nothing to do with the object called "Rat".

What do you mean exactly? Does it run into the walls of the maze instead? I can't see a relationship between your object (mouse/airplane/whatever) and the camera unless you are doing something strange in your attempt to allow multiple cameras in one world but different applets. Maybe a code snippet world help that shows how you are setting up the camera and moving your mouse and the camera.


QuoteAnother problem but this is not strange, when I move the rat, The mobement is not continuous. it moves like a teletransportation and not like a movement like walking, is just about moving with a slow speed?

If you do a translation like (10,0,0), it will of course jump from its current position to current.x+10. If you want to happen this smooth, you have to interpolate it yourself (for example by moving one unit per frame instead of 10 until you've reached your destination).
#11932
Support / 3ds loader
February 10, 2005, 09:04:55 PM
The ql.3ds doesn't define diffuse colors for its materials, so it's to be expected if it shows up all white. I think that you are somehow not defining diffuse colors for your materials too (or the loader is buggy, but i never noticed anything like that). Try this file: http://www.jpct.net/download/Park.zip
Its materials are using diffuse color information only and it definitely loads and displays fine in your applet (i used it to test it).
I can only repeat myself: I can't really help you, if i don't have the model at hand that you are using.
#11933
Support / 3ds loader
February 10, 2005, 05:20:19 PM
As mentioned: I can't really test it without the model that you are using. I compiled your code and loaded a 3ds of mine instead and it looked fine. I suggest to change the ambient lighting to
mWorld.setAmbientLight(155, 155, 155);
and to remove the additional light source that you are adding to mWorld.
What do you get then? Still everything white?
I'm also unable to notice any flickering in your applet. What is there is some tearing, because you can't synchronize the applet's drawing with the monitor's refresh, but that's ok.
jPCT doesn't care about frames or other components. All it does, is to render into an Image. You can do with this image whatever you want to. The draw(Graphics)-methods from FrameBuffer are just shortcuts to g.drawImage(...) calls. You don't have to use them...
#11934
Support / 3ds loader
February 10, 2005, 01:11:40 PM
Can you send me a 3DS file that shows this problem, please?! If it says that materials have been added, it should work. If it doesn't, something is wrong either with your code or with my loader, but i can't verify it without an example.

TextureManager is a singleton. It will be created automatically if needed. You don't have to care about it.
#11935
Support / 3ds loader
February 10, 2005, 01:49:39 AM
IF your materials contain colors, jPCT should load them. Due to the nature of jPCT, it should create a unicolored texture for each of them. Have a look at the console output while loading the 3DS. Does it tell you that some textures have been added to the TextureManager? If it does, the colors are most likely loaded correctly.
#11936
Support / 3ds loader
February 10, 2005, 01:22:45 AM
The 3ds loader should import textures (which you are obviously not using) and material colors. It won't import anything else like transparency, shinyness etc.
3DS should be the format of choice in your case. Just keep in mind that jPCT's 3DS loader (or the engine itself) is not meant to be a complete 3DS-viewer. Some information of the 3DS will get lost on the way...
If you are still having problems, feel free to send your 3DS file to me, so that i can verify what exactly you are trying to display and how to do that in the best way possible,
#11937
Projects / Technopolies
February 09, 2005, 11:43:27 PM
Every time you are posting a screen shot, i ask myself how this is possible with jPCT... :wink:
If you promote your game (and i'll do for sure too), this should be a winner...
#11938
Support / Re: visible sides
February 09, 2005, 11:33:46 PM
Quote from: "raft"first of all i must mention jpct really seems great :)
It is.... :wink:
#11939
Support / visible sides
February 09, 2005, 11:33:00 PM
That's right...but you can set this value to anything your machine permits. Just do that before instanciating the World and you are fine.
#11940
Support / 3ds loader
February 09, 2005, 11:29:54 PM
jPCT does load texture coords but it won't care for the names you gave to your (sub-)objects. They are loaded and named in the order that they have in the file. jPCT will query the TextureManager for textures named like the ones that you've added, if that's your question!?