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Topics - Disastorm

#21
Support / how to set render target
June 04, 2011, 11:59:07 AM
*edit nm i figured it out.  I had to set environment mapping on my object.

However, I noticed the texture doesnt seem to have any antialiasing.  Is there a way to render to it with anti aliasing?
#22
Support / any future stereoscopic 3d?
April 06, 2011, 11:40:59 PM
Hey i am getting my first android phone and its also one of the stereoscopic 3d-without-glasses Android phones from Japan so I was wondering if jpct will support making applications in stereoscopic 3d for Android.  There are also upcoming 3d-without-glasses phones coming out in the US, one of them by LG as well as the Japanese Sharp ones are coming here to the US some time soon as well.  

*edit actually im not sure if the phone can auto convert to stereoscopic 3d or if app need to be made with the feature ill post here again when i find out.
#23
Support / lighting
March 26, 2011, 07:32:21 AM
Hello, do you know why the ground in this screenshot doesn't seem to be affected by the lighting?  Its part of the same .obj file as the rock which seems to be affected by the lighting.



#24
Support / collision detection
March 24, 2011, 07:59:03 AM
hello, i can use collision detection elipsoid but when 2 animated character models touch each other the game becomes really low fps.  Is there any way to prevent this?
Is there a way to make it so their physical collision box will act like a cube or something instead of their actual model?
Or do I need to use ray-polygon and prevent the characters from touching each other?  Also, if that is the case, does ray polygon function different than elipsoid, because for some reason ray polygon lets me walk through some walls that elipsoid does not let me walk through. 
#25
Support / .obj textures from Blender
February 03, 2011, 10:23:54 AM
Does anyone know what settings I have to use in the Materials in Blender to make it so when it exports, jpct will read the texture.  I've been able to do it easily in 3ds max and Metasequoia, but in Blender I have tried a bunch of options but it hasn't seemed to work yet.

ah got it working i guess i have to do this UV wrapping thing?
#26
Support / Picking
November 08, 2010, 11:15:38 AM
I tried out the collision method for picking on the wiki and it works good when the object is close to my camera, but when its a little further it gets harder to pick my target object.  Instead, it keeps picking the "level" object instead of the character im trying to pick.  Strangely enough if I pick below where the character appears on the screen sometimes it will then pick the character even if the location i clicked doesnt have any part of the character there.  Do you know how I can fix this?  I believe I experienced this same thing when I used the regular picking method, as well.

Thanks.
#27
Support / Sync speeds?
November 05, 2010, 09:35:32 AM
Hello, what is the best way to synchronize speed of an application on 2 diferent computers.  When I use a while loop to do stuff like the movements, key reading, render, etc, it runs alot faster like almost a fast forward mode on my really good computer when compared to my older one.
#28
Support / some questions
July 12, 2010, 01:18:45 AM
Hey, is there a way to make bones not be visible? When I import a 3ds file I also see the bones in the java program sticking out of the model.  Or is this something I have to do in 3d studio to make it not display the bones?

Also, is there any way to outline the object in a black line like they do in cel shading?
#29
Support / 3ds texture mapping?
July 05, 2010, 10:31:56 AM
Hello. I've gotten the texture mapping to work on some previous models I have downloaded, but I recently downloaded a model and I can't get the texture mapping to work in jpct.  I don't know too much about models but heres a screenshot of how the texture is mapped, and can you tell me if its supposed to work in jpct?  

http://i8.photobucket.com/albums/a23/Disastorm/Temporary/paintmap.jpg

btw I'm not using the most recent version of jpct (i'm using second to newest i think), let me know if the new one works with it.  I think the previous models had used a diffuse map or something like that but this uses some kind of paint map.  How can I get this to work?  I just see the blue that is checkmarked but not the image.


#30
Support / Some questions.
February 07, 2010, 05:17:30 AM
Hi, I have some questions.  Whats the best way to sync two objects together over a network.  Right now I send transformation and rotation matrix clones every 50 ms over an ObjectOutputStream or something like that and also have the keypresses sending so that it can continue to translate the objects in between those 50ms. its pretty good but doesn't seem to be perfect when i have 2 clients open it has a slight delay before one can see the movement.  I was just wondering if theres a better way or perhaps this delay is due to my logic in constructing a pojo to send across the stream and then checking all the objects on the client side to find the one that is referenced by the pojo, etc.

Also how can I make something collidable with everything? I only see that theres a setting that check collision self and check collision other.  Is there no way to make it collidable with everything for example if I have 3 objects that can collide with each other?

Also if I use a .obj how do I get material to work?  If I use a .3ds exported from 3ds max with texture coords and then import the jpegs itto jpct, it will automatically put them on my model.  But I tried with a .obj exported from 3ds max and i set the .mtl file also and then i noticed that jpct imported all the correct jpegs after it read the .mtl file but it didnt seem to show up in the actual world.

Also why does it seem like sometimes parts of my 3ds file will be in the wrong position when i load it into jpct instead of the position it was in when i open it in 3ds max.  If i use a .obj file though this position problem doesn't happen but i'm not sure how to use textures.  So far I believe this 3ds problem only happened if I cloned a copy of an object, but im not sure.

Thanks,
Disastorm
#31
Support / what causes this?
December 09, 2009, 09:40:33 AM
Hello.  In this program I am making when I try to move my character it looks like it flickers/jerks now and then.  What can cause this?
I noticed it doesn't seem to do it if I don't move the camera at all.

Here is my program.  You can run it with runGame.bat and move with the arrow keys.
http://www.sendspace.com/file/koxk4g

Thanks.
#32
Support / How to make a HUD?
August 23, 2008, 07:00:09 PM
Is there any classes or anything that let you make a HUD like in-game text windows, Health Bars, Skill buttons, etc??
#33
Support / how to sync stuff online??
August 19, 2008, 05:52:01 AM
Hi i'm making a program for fun, this engine is awesome.  How can I sync two players together online?
Right now I have it so the client sends the other client the keypresses every 50 ms to simulate as if they were playing locally, but that still resulted in quite a bit desync so then i made it so they send that and also the translation matrix every 100 ms which now has no position desync, but when i try to send the rotation matrix so theres no rotation desync , it works but for some reason the other players model looks 2d instead of 3d (very strange.. it becomes flat..), while your model still looks 3d.  How can i get around this, or possibly is there a better method other than sending the matrices?