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Topics - Melssj5

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Projects / ┐how much pleople still using jpct?
« on: October 20, 2005, 09:39:53 pm »
I have noticed that there are few new posts on the forums, so I wonder how much people is still using jpct?

Support / build only an specific Object
« on: October 05, 2005, 07:21:03 am »
Hi, I was making my game when I needed to add one more player, so I add the Object3D to the World, but I couldnt find a method to build it into the world, only the buildAllObjects () one. But If I build all the objects again I will lose time, resources and it will reset the pivot point of each Object3D ();

I am not sure but I remember that it was a build (Object3D method) inside the World class! What happened!

Feedback / suggestion
« on: October 05, 2005, 05:00:36 am »
Hi, I have one sugestion about the engine.

Lights should have more functionality, like moving (translating), a radio maybe they should be able to be joined to an object3D, an aplication for that may be a laser or a misile shoot.

A weakness of this engine are the light efects.

Projects / Dissapointed
« on: September 20, 2005, 05:03:18 am »
Hi, I began writting my first 3d game, at the begining I was working well, but when I made enough of the game to have a small preview I was 100% dissapointed with it. It was awful so I decided to quit from this. I have not worked on it for almost 10 days. Today I want to try fixing it before throwing it to the trash can (virtually).

I began writting my code using the most common model of software development (code and fix ) :oops: .My 3D models were awfull, my textures didnt look as nice as I figured it out, the collision detection didnt worked well in this huge maps, the main menu seems to be made by a child :cry:

I want to know what knid of tecniques do you use to began with a project.

Do you really chose a model like the cascade one, then use a case tool like Rational Rose, and after all of that then you pay for getting good 3D models and finally codying it.

I always have used code and fix because I have kind of several brain storming while writting code, and it seems to be a bad idea.

Any sugestions?

Support / Some .3DS Files are not shown
« on: September 12, 2005, 07:10:00 am »
Hi, I download the jPCT API around Feb 2004, I dont know if this already have been corrected. Well I use 3d Studio Max to do my .3DS files, and I have noticed that Text is not only not shown but also make all the scene not to show when I Apply a bevel to it.

If I use the text as it is made just with lines it apperas a filled letter inside my game, but When I apply a bevel nothing appears when loading that scene.

Also When drawing straight lines they dont appear.

Support / Videos
« on: September 10, 2005, 07:33:13 am »
Hi, I want to view videos, is there anyway to do that, I mean something like a FMV (full motion video) at the begining of the game!!!!

Support / Getting an object from a World
« on: September 10, 2005, 04:11:42 am »
Hi, am am doing a game in wixh I want to use two Worlds.

I wanted to have a methos that loads all the .3DS files from a given directorie so I have ordered my level in direcories like




and I just have to call a method to load all 3D objects inside, but as the my loading method loads Object in general, I used a local temporalObject3D, and after loading all inside the direcorie it builds them into the world with buildAllbjects ();

Now I need to move one of the .3DS files inside the directory I loaded, bus as I used a local object3D for generality reasons now I need to get the Object3D whose file is called Seleccionador.3DS but I cant, how can I do it, the file only have 2 pyramids but I need to move it, I tried using the getObjectByName (String name) from World but it didnt work.

Which are the names of the 3DS loaded, I tried using "Seleccionador", "Seleccionador.3DS", as it didnt worked I think can only the parts can be gotten with this method so I tried with "Pyramid01_jPCT18" because I saw that name when the 3DS file is being loaded, but it didnt worked too, how can I do that.

Support / Detecting OpneGL capability
« on: September 05, 2005, 09:29:11 am »
Hi, when I began trying this engine again, I tried to use the openGL but all what I got was a white screen, so I tried all what was possible, but I just couldnt, then I thought that it could be due to my graphic card, because I lend my GForce 4 to my brother and I was using my sis651 of 64MB that is supposed to have OpenGL compatibility.

When I bring my GForce again it worked perfectly, so I want to know if is there any way that the engine API can detect this capability!!!!!

Support / Using the mouse when using OpenGL
« on: September 04, 2005, 08:11:21 am »
Well, I have a pair of questions:

First is about using the openGL rendering, it opens a new Frame, how can I change the properties of that frame created when enabling the openGL render, for example, changing the title or things like that?

Second: KeyMapper is used to manage key events, but what about the mouse events?

Support / Whats wrong with my collision detection
« on: September 04, 2005, 03:24:53 am »
Hi, I have not used the engine in ages, so 2 days ago I began to do little project, but I just cant do the collision detection.

When I thought that it was good, I noticed that it didnt worked on the corners, I tried with other ways, but now the camera moves very quickly and no matter the speed I set.

here is my code for managing the events taken from the KeyState

Code: [Select]

public void movimientos () {
        boolean piso=false;
        try {
            if (Mundo.checkCameraCollision (new SimpleVector (0, 1, 0), alturaPersonal, alturaPersonal, false))

            if (adelante)
                if (Mundo.checkCameraCollision (camaraPersonal.getDirection (), alturaPersonal, alturaPersonal, true))
                    camaraPersonal.moveCamera (Camera.CAMERA_MOVEIN, velocidadPersonal);

            if (atras)
                if (Mundo.checkCameraCollision (camaraPersonal.getDirection (), alturaPersonal, alturaPersonal, true))
                    camaraPersonal.moveCamera (Camera.CAMERA_MOVEOUT, velocidadPersonal);
            if (izquierda) camaraPersonal.rotateAxis(camaraPersonal.getBack().getYAxis(), -0.02f);
            if (derecha) camaraPersonal.rotateAxis(camaraPersonal.getBack().getYAxis(), 0.02f);
            if (salto)
                if (Mundo.checkCameraCollision (Camera.CAMERA_MOVEUP, alturaPersonal, alturaPersonal*4/3, true))
                    camaraPersonal.moveCamera (Camera.CAMERA_MOVEUP, velocidadPersonal);
            if (agache) camaraPersonal.moveCamera (Camera.CAMERA_MOVEDOWN, velocidadPersonal/2);
            if (salida) System.exit (0);
        catch (Exception E) {

Well, the gravity done on the second line works good, the problem is when moving the camera to the front and back.

If I have to use another kind of collision detection please could someone explain me why and how?.

Feedback / Free 3ds files
« on: February 17, 2005, 01:56:51 am »
Somebody knows where can I download some free .3DS files, I am tired if doing own models, they are ugly.

Support / strange malfunction
« on: February 15, 2005, 08:45:23 am »
Hello, I made a program, not a game, just for my University, about a mouse inside a maze that must find the chesse. So 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".

Another 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?

by the way someone have a rat model .3ds  U can use, vecausse as long as its very difficult to do a rat using 3D sturio max, I used an airplane  :oops:

Support / Rendering different cameras
« on: January 30, 2005, 12:27:49 am »
Hello I am trying to make a multiplayer game, so I made a class called "Escenario", that have static fields and methods so they can be accesed from anywhere without declaring objects, The problem is that the render that I know how to do, renders the world throught an asigned camera, but I need to render what an specific and not asigned camera is viewing, for example: the examples that came with the api reference the camera to the asigned camera
Camera C=theWorld.getCamera ();

and C is the asigned camera, but if I want to use another camera I can do:

Camera C=new Camera ();
theWorld.setCameraTo (C);

and C is the asigned camera here.

But the camera to render must be always the camera asigned to World. My question is:

Is there any way to render to diferent cameras at the same time, because when I run my applet in my browser, it renders in both web pages the same camera. I dont know if my problem is being understood.

I nned to know how to render the content of a camera without asigning it as the World default camera.

Support / Watching everything
« on: January 02, 2005, 04:33:31 pm »
Hello, I what can I do to avoid that the far objects disappears, I am doing a game with huge outdoors maps, so I want to be able to see everything arround me but far objects dissaperas, everything gets black. Or how can I do to change the distance to became dark, I tried to use the Config fields but everything is the same.

Support / crooshair
« on: December 31, 2004, 05:05:23 am »
Is there any way of adding something like a crooshair to the camera, I think that I could link an Object3D to the camera, but I am looking for something like a texture placed on the camera, so I won need to move both objects.

Happy new year for everybody!!! :P

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