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Messages - Melssj5

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676
Support / Getting an object from a World
« on: September 11, 2005, 03:24:59 am »
Quote from: "EgonOlsen"
It was just an example. tempObject3D.setName(nombresMapas ); is better?


Of course, I was so fool today. I solved my problem, thanks  :wink:

677
Support / Getting an object from a World
« on: September 10, 2005, 11:56:42 pm »
I dont think that this is a possible solution, This is my code for loading 3DS files.
Code: [Select]


public static World cargarMapas (String DIR) {
        World tempWorld=new World ();
        Object3D tempObject3D=null;
        Configuracion C=new Configuracion ();
        File directorioMapas=new File (C.getPath ()+"Mapas/"+DIR+"/");
        String nombresMapas []=directorioMapas.list ();
        for (int i=0;i<nombresMapas.length;i++) {
            if (nombresMapas [i].endsWith ("3DS")){
                tempObject3D=null;
                tempObject3D=new Object3D (0);
                Object3D mapaPartes []=Loader.load3DS (C.getPath ()+"Mapas/"+DIR+"/"+nombresMapas [i], 1f);
                for (int j=0;j<mapaPartes.length;j++) {
                    Object3D part=mapaPartes [j];

                    part.setCenter(SimpleVector.ORIGIN);
                    part.rotateX((float)-Math.PI/2);
                    part.rotateMesh();
                    part.setRotationMatrix(new Matrix());

                    if ((i&1)==1) {
                        part.setTransparency(0);
                    }
                   
                    tempObject3D=Object3D.mergeObjects (tempObject3D, part);
                }

                tempObject3D.setCollisionMode (Object3D.COLLISION_CHECK_OTHERS|Object3D.COLLISION_CHECK_SELF);
                tempWorld.addObject (tempObject3D);
            }
        }

        return tempWorld;
    }


In this method a String is received as parameter that is the anme of the directory, the method loads all the .3DS files inside that directory into a temporal world that is returned, so you can see, that for generality reasons I cant reference my Object3D "Seleccionador", because I use it for all the program

for example

World Level1=cargarMapas ("Map1");

Would be very very useful that the parts of the Object3D were stored using the File name to identify all of them, for example getObjectByFileLoaded ("Seleccionador.3DS");

Any idea about how to solve my problem?

678
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!!!!

679
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

MAP1

MAP2

MAP3

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.

680
Support / Detecting OpneGL capability
« on: September 06, 2005, 09:30:35 am »
ok, thanks a lot, I had spent two days after thinking of the graphic card  :oops:

Detecting the hardware aceleration  is very usefull when doing a programm.

681
Support / Using the mouse when using OpenGL
« on: September 06, 2005, 09:27:34 am »
:cry:

 :cry:

 :cry:

I see that it seems to be a class that implements a MouseListener and have some methods to handle the events but I cant find where it is set to be used with the OpenGl frame opened, I see that in the constructor it calls to init (null) and it just set the value of a boolean and checks if Mouse is created, if not, it creates it, but I dont see the joint with OpenGl feature. Maybe in the Mouse class that is not posted, because I could find any variable called Mouse.

I tried to use standard MouseListener in the main class, but it doesnt work.

Please can you post the other class to have things a clearlier?  :P

682
Support / I did it
« on: September 06, 2005, 09:15:58 am »
Well, after 24 hours breaking my soul I did it.

The collision detection really brang me troubles, I just couldnt understand why does my Colli... didnt worked. It result being easy, the problem was that as the checkCameraCollisionEllipsoid and the checkCameraCollisionSpherical return a boolean depending if they collide or not, I thought that the methods only returns the result of CHECKING for a collision, but in fact they do more than that. They also move the camera, thats why I was moving the camera more than once for every movement. And also the speed have to be set in that method.

A suggestion is to do a method that only checks for a collision, it may be useful, when I learned programming in java (a year ago), I learned that a method should do only its specific task, thats why when I read the name of the method checkCameraCollision......, I thought that it only checks it.

Well, its just my opinion.

683
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!!!!!

684
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?

685
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))
                piso=true;

            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?.

686
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.

687
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:

688
Support / Rendering different cameras
« on: February 15, 2005, 08:34:50 am »
Quote from: "EgonOlsen"
.


Hello again.
 :shock:

I found a way to render what U was looking but I have another problem now, well I hace 3 other pronlems but tgose will be different topics

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.

A craft is displaying its colors but not the others. What can it be?

689
Support / Rendering different cameras
« on: January 31, 2005, 02:07:30 am »
Quote from: "EgonOlsen"

You have to make sure that the renders take place in a defined order one after the other.


Yes, I am trying to render simultaneours cameras, becausse I made the game on applets, but when I run the applet, the same render is always being shown in both web pages, but I need different cameras in every web page, I am not using only one camera for every applet, I made a list called "Participantes" in wich every node is a player with is respective craft and camera, the problem is that when I asign a camera to the world to make a render, the view also cange in the other web page.

Should I use a World for every applet instead from one static World on an unique class to handle all the objects????

690
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.

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