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Messages - zammbi

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346
Support / Re: Need example with jpct and project darkside.
« on: August 26, 2008, 06:46:43 pm »
Well this is so far going good. I've coded up the basics(able to do basic chat and what not) and have Jpct integrated though currently doesn't do much other then load a map.

Just just a basic question though not so important atm, what settings should I use in Jpct to be optimised for being used just for collisions? just default?

347
Support / Re: Need example with jpct and project darkside.
« on: August 24, 2008, 07:07:33 am »
Thanks, well I'm going to give it a try and mess around and see what I can come up with.
I had tried looking at some of the advance examples using JME with darkside but that went over my head a little.

348
Support / Re: Need example with jpct and project darkside.
« on: August 21, 2008, 12:44:11 pm »
I would need to do both I guess. Since collisions would need to be calculated on the server side to stop cheating.

349
Support / Re: Need example with jpct and project darkside.
« on: August 21, 2008, 12:11:10 pm »
Ah ok, well I could try see if anyone has used jpct on there forum.
I want to use it for a online game I'm creating as it looks like it would cut my development time a lot.
It's a event based system which I'm not used too and not sure how integrate jpct into it right.

350
Support / Re: Need example with jpct and project darkside.
« on: August 20, 2008, 04:08:51 pm »
Basically a server engine.
This link should tell you all the info you need:
http://www.projectdarkstar.com/

351
Support / Need example with jpct and project darkside.
« on: August 20, 2008, 06:59:02 am »
Hey I been learning project darkside for a little while, I wanted to know if anyone has examples using it with jpct?
It would help a lot if someone could post an example using both for a basic server. So I know how to set it up right.

352
Support / Re: Animation help for md2
« on: July 10, 2008, 09:59:44 am »
Ok thanks for all the help.
Not sure what I'll do atm, but when ever I redo the models, I'll make sure there in the right name format  ::)

353
Support / Re: Animation help for md2
« on: July 10, 2008, 08:05:03 am »
Sorry didn't explain clear enough. I'm currently using a lot of models from a open source game which use the same system as the model above. If I read right, your converter you still need to know all about the frame seq so you can change it correctly right? Meaning I would have to load up each model in a modeler looking up the frame names. Just thought it would be an easy way just to convert WB04F to WB04. Just was trying to cut the amount of work in this area but doesn't matter too much.

354
Support / Re: Animation help for md2
« on: July 10, 2008, 04:05:32 am »
Ok cool. But this way I will still need to manually change the frames?
Is it possible to read the frames names and just remove the letters at the end of its name then just use them as normal?

355
Support / Re: Animation help for md2
« on: July 09, 2008, 11:15:55 am »
Heres an example (need to rename to md2).
That converter sounds good. Then I wont need to manually rename the frames.

356
Support / Re: Animation help for md2
« on: July 09, 2008, 01:54:01 am »
Well its not split up in sub-animations, its just that jpct doesn't like the last letter at the end so it does split them up.
All the models that I'm using do this, to hold extra info. I want to keep to the software side and not worry about modeling just yet. So much to do atm  :-\
Wondering if this could be updated to handle this? To have access to the frame name, and to handle extra letters at the end of the frame number without splitting the animation or choose how to split the animation?
If not then I will just have to edit the models manually and keep the extra info in a separate file.
Thanks for the help.

357
Support / Re: Animation help for md2
« on: July 08, 2008, 02:50:51 pm »
I'm using only 1 model. Just having problems with frame names.

358
Projects / Re: DevKit / Level Editor
« on: July 08, 2008, 02:34:36 pm »
Is this still being worked on?
This looks really nice and should help me heaps once I figure everything out.

359
Support / Animation help for md2
« on: July 08, 2008, 12:09:14 pm »
I have basic animation working, but have a problem with some frame names.
I'm using models which name there frames like so for walking:
WB01, WB02, WB03F, WB04....
F meaning play the footstep sound.
Is there a way to get the animation name?
Also the above example jpct splits that up into 3 seq, how would I play this smoothly?

360
Support / Re: My animation isn't working
« on: July 04, 2008, 03:08:17 am »
Haha thanks egon that was the problem, can't believe I just did a stupid mistake like that  :o

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