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Messages - Disastorm

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136
Support / Re: some questions
« on: July 12, 2010, 02:25:25 am »
oh ok thanks.  also, is there a way to add lighting to an animated object? When I add a light it seems still objects get affected but if I have an object that has an animation sequence it doesnt get affected by the light?

137
Support / some questions
« on: 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?

138
Support / Re: 3ds texture mapping?
« on: July 05, 2010, 08:13:00 pm »
I'm not sure if this is actually a jPCT or 3ds related question. If it's the latter, maybe it can be solved by a differentn exporter setting that converts the paint map into something else!?
Oh so it looks like u might be right.  When I export 3ds from diffuse maps it renames the jpg files because their filename is too long but it doesnt do that with the paint maps, which means maybe it doesnt export the materials with the paint maps at all.

*edit it works when I change it to a diffuse map, but with a diffuse map i'm not sure how to replicate some of the paint map stuff.  for example the paint map had it so there would be 2 different maps onto the same material depending on where it was shaded or something but i dunno how to do that with diffuse map.

hey do you know how I can hide the Bones so they are not visible?

139
Support / 3ds texture mapping?
« on: 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.



140
Support / Re: looking for reasonable Object3d net data
« on: February 15, 2010, 10:40:55 pm »
Robombs sends every 30ms if possible. I've never noticed a problem with entities moving in directions in which they shouldn't unless the lag is really bad. All the bots are running on a separate client too, which uses the same time interval to synchronize with the server and the other clients (including the local one) and that works fine... ???
Well I don't mean my objects move in the wrong direction but you can see like stuttering/rubber band type thing (very small, but noticeable) if an object is say for example running in changing circles/curves (not sure if its a problem in a constant circle) as opposed to a straight line.  That site jayderu linked, the first 2 choices on there are basically what I have tried (kind of combination of the two, i send the points each time and then use the velocity in between to keep the object moving in the same direction).  However, that site basically says they both suck and to use cubic splines.  Before that, though, I'm just gonna try to send the positions faster than 50 ms, since u said u do 30ms and thats almost double as fast as 50ms.

141
Support / Re: Some questions.
« on: February 15, 2010, 07:47:17 am »
In the game I'm currently working on, for collision between enemy ships for example, what I did was to iterate through the list of ships setting check_others and check_self to test them one at a time.  The time required is similar to sorting a list I think, so I don't know how well this would work for a huge list of objects.  It works well in my case, anyway.  I'd be interested to see if there is another way to do this, too.
hey I just noticed in the api doc it says:

Sets if and how the object will respond to collisions. Setting mode to COLLISION_CHECK_NONE (which is default) means, that the object can't be partner in a collision with other objects. Setting it to COLLISION_CHECK_OTHERS means that other objects may collide with this object and setting it to COLLISION_CHECK_SELF means, that the object itself may collide with other objects. The modes may be combined by using the or-operator | .

It looks like you can combine them by using the or-operator.  I didn't know that.

142
Support / Re: looking for reasonable Object3d net data
« on: February 15, 2010, 07:36:47 am »
if i dont keep the object moving between sending information then it looks a little choppy and if i keep the object moving it looks like rubber bandy.  how do you deal with this?  The rubber bandy mostly happens if the player does something other than moving in the same constant direction, so like turning or something, i guess thats because the other client doesnt know hes going to turn and makes him move forward but then corrects it once it found out he turned.  How do most games deal with this?  Do i just have to send data faster than every 50 ms ??  What is a good rate, do most games keep sending it with no time in between (0ms )?

143
Support / Re: looking for reasonable Object3d net data
« on: February 14, 2010, 07:42:22 am »
i think u mean getTranslation? thanks, that sounds like a good idea.

144
Support / Re: looking for reasonable Object3d net data
« on: February 13, 2010, 03:33:01 am »
Oh thanks.  Ill look through the source later if i have to but basically the "position" is getTransformedCenter I imagine?  And then on the other client do you set the Origin or the Center?  If you set those won't they be affected by any translations you do on the object, or I suppose you can clear the translation matrix and then set the origin each time?

145
Support / Re: Some questions.
« on: February 12, 2010, 07:25:01 am »
thanks ill try out your code: this is what i had
Code: [Select]
public static void pickingObject(int mouseX, int mouseY){
        SimpleVector ray=Interact2D.reproject2D3D(Main.world.getCamera(), Main.getBuffer(), mouseX, mouseY);
        int[] res=Interact2D.pickPolygon(Main.world.getVisibilityList(), ray, Interact2D.EXCLUDE_NOT_SELECTABLE);
if (res!=null) {
            Object3D selection = Main.world.getObject(Interact2D.getObjectID(res));
            System.err.println(selection);  
            if(selection.getClass().equals(NPCObject3D.class)){
                System.err.println("OPEN_CHAT_WINDOW WITH " + ((NPCObject3D)selection).getNpcName());
            }
}
    }

I got your code working but it still seems to have the same effect as the code I used.  Is it possible it has something to do with how i created my object3ds?

146
Support / Re: Some questions.
« on: February 12, 2010, 06:24:01 am »
just the select part or my whole program?  the select part is exactly the same as the code snippet in all the other "how to select objects with mouse" threads.

147
Support / Re: looking for reasonable Object3d net data
« on: February 12, 2010, 06:22:46 am »
What is it you send? send Transformed Center and then on other client you set Center ?

148
Support / Re: Some questions.
« on: February 11, 2010, 06:50:55 pm »
Another question.  I'm using the code posted in the forum a few times to select an object by doing the 2d3d ray thing but for some reason it doesn't seem to work perfectly.  depending on the angle of my camera i can select the object at certain points and sometimes i can select it above the actual object or below the object and other times i can click parts of the object and it doesn't select.

149
Support / Re: looking for reasonable Object3d net data
« on: February 11, 2010, 06:42:19 pm »
For my game Robombs, i'm doing just that. I'm transfering a matrix and a direction as well as a position vector for each object. I'm transfering the rotational part of the matrix only (i.e. the upper 3x3 matrix), which results in 9 floats plus the direction/position vectors with 6 floats. So it sums up to 15 floats/object. Because in Robombs some objects never rotate, i'm treating the identity matrix as a special case and transfer a magic number instead, which means that those objects only need 7 floats. I'm zipping the final data set and transfer it. It's all in the sources: http://jpct.de/download/robombs_src.zip

I'm not saying that this is the best way, but it seems to work reasonable well.
Hi can you explain what you do? Is it better than sending the rotational matrix and the translational matrix (what is position vector is that just sending the position itself instead of the translational matrix, and it has the same result but requires less bandwidth?)  ?

150
Support / Re: Some questions.
« on: February 09, 2010, 02:43:39 am »
Thanks for the replies.  I don't use an engine I am just sending stuff through object input stream and object output stream attached to a socket lol.  Is it alot better for me to use an engine instead?

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