Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Melssj5

Pages: 1 ... 46 47 [48] 49
706
Support / my 3DS files dnt work
« on: December 26, 2004, 12:50:13 pm »
It Should work, but it doesnt, its okay if I send you all the folder with all the files so you can check it please!!!!!!  :D

707
Feedback / Just suggestions.
« on: December 26, 2004, 07:01:22 am »
The web page is very well designed, but the forums should have support for other language Speakers, of course that E. Olsen wouldnt be able to answer everything as he is doing now, in fact he is the only one that answer my newbies quetions and all the questions from everybody (Great job   :P ), but being able to get replies in an own languaje would be very usefull, I say so becausse for me is a kind of difficult to understand everything on the forums, becausse of the tech terms used, that is not learned on the shool. A solution may be getting information about what language speaks all the registered people so it will be possible to ask certain things ro certain people.  :oops:

708
Feedback / Just suggestions.
« on: December 26, 2004, 06:50:57 am »
I made those suggestions not for trying to make everything easy for me, but for making the engine more intuitive and easy to learn, if the code is easy to learn and understand, the programmers are able to do greater things, An example is "java" and "turbo C++", java has a more intuitive and easier way to handle objects and Graphics thats why I prefer using java, is powerfull and simple; but java lost a lot of flexibility, but if not java would be even better.

Is the same with the engine becausse, All those news fields, methods, etc is like an another programming languaje with the same structure, and now I think its difficult to begin learning it.

709
Feedback / Just suggestions.
« on: December 26, 2004, 06:50:14 am »
The examples that came with the engines are awesome but difficult to understand especially the car one, and even more for non experienced programmers and even even more more for non English speakers. I think that the examples should be more simples and well documentated, for example is better 6 very simple examples that 1 very complex.

I think that the examples included on the engine should be for 2 reasons: one is helping the newbies like me to get started easily, and the other one is showing the power of the engine.

So the examples should do specific things like:

Loading a map

Just switching between SW renderer and Open gl

A collision detecttion between 2 primitives objects

and finally the 2 examples using what was learned before and showing how to use it.

Actually the examples are greats and very impresives but also a kind of messy, like if they were written in C++ and passed to java, the code is not well organized, functions like gameloop and domovement should be distributes in others more organized functions making it more obvius to see what is happening there.

Please dont get upset  :x  E. Olsen. I think you are doing a great great great work here, and your examples looks very nice, but they are not for learning.  :?

710
Feedback / useless complexity
« on: December 26, 2004, 06:16:41 am »
Reviewing the documentation I found some fields and methods that I think are repeated but with differents names, making the engine a useless complexity engine  :shock:

for example:

Object3D --> BILLBOARDING_DISABLED
and
Object3D --> BILLBOARDING_ENABLED

may be a boolean called BILLBOARDING, so the user can set it into true or false

both are booleans, seting the secong one into false means setting the first one into false.

Object3D --> BLENDING_ENABLED
and
Object3D --> BLENDING_DISABLED

may be a boolean called BLENDING so the user can set it into true or false

Object3D --> BUMPMAPPING_ENABLED
and
Object3D --> BUMPMAPPING_DISABLED

may be a boolean called BUMPMAPPING, so the user can set it into true or false

etc.


If I understood bad the documentation it means that the documentation is not well explained, and if I understood it well it means that the engine is being more complex that what is needed.

711
Feedback / The collision detection
« on: December 26, 2004, 05:55:29 am »
The collision detection methods implemented on the engine clases should be more intuitives to use, and should be possible to get information from them.
For example a boolean method called Collide from a method called Collision would be great for using it on the Object3D

Object3D Ball=new .....;
if (Ball.Collision.Collide (up, 1)==false) Ball.move (up);

So Collide may recieve the direction or a Simplevector and the distance to check, that would be very helpfull. Another usefull method may be CollidedWith () from Collision that returns the Object3D from wich collide or a boolean to check. For example:

boolean allowed;
Object3D White_Ball=new........
Object3D Black_Ball=new........
if (White_Ball.Collision.CollidedWith (Black_Ball)==true)
--------allowed=true;
--------DoMovement (White_Ball, Black_Ball);
if (White_Ball.Collision.CollidedWith (Black_Ball)!=true)
--------allowed=false;
--------System.out.println ("Error: movement not allowed");

or

//The player class

public class Player {
----int life=100;
----Object3D foot;
----Object3D fist;
----Object3D etc;
etc.
etc.
etc.
----public void setLife (Object3D part) {
--------if (part==foot) life-=20;
--------if (part==fist) life-=10;
--------if (part==null) life-=0;
----}
}


//inside the game class
boolean action;
Player Mel=new Player (...,..., etc.);
Player ssj5=new Player (...,..., etc.);
if (action==true) {
----Mel.setLife (ssj5.body.Collision.collidedWith ());
----ssj5.setlife (Mel.body.Collision.collidedWith ());
}



Another  suggestion  with  the  collision  detection  is  for  the  camera, for   example   a   boolean   method   called
SphereCollide (SimpleVector or a direction, float radius). For example:

Camera cam_1=new.....;
if (cam_1.SphereCollide (up, 5)==false)
----cam_1.move (up);
else {
----//whatever
}

712
Feedback / Just suggestions.
« on: December 26, 2004, 04:58:03 am »
Well, I think that the engine is great, but should support more kinds of textures and maps, no only placing a file.jpg as a color, but also having bump, opacity, etc. all the features that are placed on the models when making them in whatever software like 3d Studio Max. On that way more realistic Graphics can be used on games or any other application. Especially the reflection and the opacity. What would be really great is supporting moving textures that may be great for water or the sky.

713
Support / my 3DS files dnt work
« on: December 26, 2004, 03:49:54 am »
Quote from: "EgonOlsen"
What are you talking about?


I do my models in 3D Studio max 6.0, I can load them using an applet, but when I am doing a frame,I just cant load neither them nor the textures, A message error appears saying that is  not a valid .3DS file, but thats not true becausse I load them on applets but not in frames, whats the problem?????, I am not using the loader with the document base on frames!  :x.

When using applets I solves the problem renaming my files from .3DS to .3ds, but in frames in doesnt work, if I use the .3DS filea message appears saying that the file cant be found! Its like if no files can be read when not using applets.  :roll:

I am using Forte 3.0 for doing my awt applets and my awt frames!, Windows XP Pro.

714
Support / Transparency
« on: December 26, 2004, 03:38:29 am »
Hello,I cant gey my objects trasparents, I set the trasnparency to values from 0 to 10,and I got the same, opac models, thats what I did:

Code: [Select]
levelParts=Loader.load3DS(this.getDocumentBase(), "bajos.3ds", 1f);//Cargo el mapa
        level=new Object3D(0);//inicializo el onjeto level
        for (int i=0; i<levelParts.length; i++) {

            Object3D part=levelParts[i];
       
            part.setCenter(SimpleVector.ORIGIN);
            part.rotateX((float)-Math.PI/2);
            part.rotateMesh();
            part.setRotationMatrix(new Matrix());
            if (part.getName ().compareTo("ventana03_jPCT62")==0)
                part.setTransparency (0);
           
            if (part.getName ().compareTo("ventana04_jPCT61")==0)
                part.setTransparency (0);
                     
            if ((i&1)==1)
                part.setTransparency(0);

            level=Object3D.mergeObjects(level, part);
        }


but the objects called ventana_04 and ventana 03 are not transparent.

Does the transparency only only works with Open Gl???????, because nothing happens when rendering by software, I couldnt try this with Open gl becausse I dont know how to use Open gl.  :oops: ,I made the levelon 3D Studio Max 6.0

715
Support / Again
« on: December 26, 2004, 02:17:00 am »
Quote from: "EgonOlsen"
Are you really using checkCameraCollision()? If so, you should better use checkCameraCollisionEllipsoid() instead. If it still doesn't work, maybe the scale of you scene is too large. Play around with Config.collideOffset in that case.


I set the Config.collideOffset on 400 and worked, but, It doesnt work perfectly when walking back, only when walking to the front. May anyone help me explaining me how does the collision detection works,and maybe little pieces of code or something.

Its very difficult to understand the doc of the engine becausse my English is not very good.  :(

When I found a wall, it stops, after that I can move in any direction but in back, the 50% of times I cant move back after detecting a collision. Heres the code I used:
Code: [Select]

private void formKeyPressed(java.awt.event.KeyEvent evt) {
        // Add your handling code here:
       
        if (evt.getKeyChar()=='w') {
            if (theWorld.checkCameraCollision(1, 3)==false)
                camera.moveCamera (Camera.CAMERA_MOVEIN, 3);
        }
        if (evt.getKeyChar()=='s') {
            if (theWorld.checkCameraCollision(-1, 3)==false)
                camera.moveCamera (Camera.CAMERA_MOVEOUT, 3);
        }
        if (evt.getKeyChar()=='a')
            camera.rotateAxis(camera.getBack().getYAxis(), -0.065f);
        if (evt.getKeyChar()=='d')
            camera.rotateAxis(camera.getBack().getYAxis(), 0.065f);
        if (evt.getKeyChar()==' ')
            camera.moveCamera (Camera.CAMERA_MOVEUP,5);
        if (evt.getKeyChar () == 'z')
            camera.moveCamera (Camera.CAMERA_MOVEDOWN,5);
       
        repaint ();
    }

716
Support / Help with the collision detection
« on: December 20, 2004, 05:57:36 am »
Hello, I was reviewing the demos I downloaded, but I am afraid I cant understand them at all nor how the collision detection is made, I am making a first person game, so I am moving the camera, I tried but the all what I could do was detecting just the 5% of the walls, I need an easy and simple example of detecting a collision using the camera, please.

I set the collision mode to collide with others and with it self on the level once it was all merged, and I used check camera collision when moving the camera. I dont know, Why only works with specific walls, and only a few times?

I someone can help me with any piece of code, please do it.

I am doing an awt applet.

Thanks.

717
Support / Same problem
« on: December 20, 2004, 02:03:16 am »
You must rename your file from xxxxxx.3DS to xxxxxx.3ds, It shouldnt be difference but, I got the same problem and I solved it on that way. You can rename it from windows without problem. but it os a kind of stange becausse I solved my problem when using an applet, but not when usinga frame, well I am newbie in this, I might be wrong

718
Support / Help just for starting
« on: December 13, 2004, 01:03:23 am »
Quote from: "EgonOlsen"
Your code looks ok to me. It's just that it couldn't find the 3DS-file. Make sure that it can and it should work. However, i can offer you some small tutorials that somebody wrote a while ago. I've uploaded them here:
http://www.jpct.net/download/Tutorials.zip
Please note that i haven't tested these nor did i had a closer look at them. The guy who wrote them seemed to have stopped working on them, so i give them to you in the state they had when i got them. I hope they compile...if they don't, please let me know. It can't be difficult to make them do.



Only the first one worked, it was usefull, but not a lot, thank you in anyway.

719
Support / Flashing screen on applets.
« on: December 13, 2004, 12:57:51 am »
Hello, I am doing an awt applet, so I put all the rendering code in the paint (); when something happens I use repaint (); but it flashes a lot, I thing that reloading the paint is not the best way to do it, but is there someway to constantly load that piece if code without using the paint?. I want the game to run inside my applet, thanks. :shock:

720
Support / Help just for starting
« on: December 07, 2004, 02:47:35 am »
Hello again, now I have reviewed the examples that I downloaded but I really cant see clearly how to begin mi program, when I tried the 3D state engine for visual C++, it was a little bit more clear. I just need some information to begin doing my own games, I have reviewed the documentation but I didnt found nothing helpfull, maybe I am not understanding well becausse I dont speak English very well., I would like some small examples, like loading a map; after that loading the map and moving the camera noting else, or any other small example in wich I can learn how to use this engine., thanks.

I tried to load the ql.3ds map, but I couldnt, thats what I did:

public class test {

   
    public test() {
    }

        public static void main (String args[]) {

        World  theWorld=new World ();
        Object3D [] level=Loader.load3DS ("ql.3ds", 5f);
        for (int i=0; i<level.length; i++) {
        Object3D part=level;

         theWorld.addObject(part);
      }
        theWorld.buildAllObjects();
    }
}

a message appear in the console

Loading file ql.3ds
[ Mon Dec 06 20:45:35 GMT-05:00 2004 ] - ERROR: Couldn't read file ql.3ds
[ Mon Dec 06 20:45:35 GMT-05:00 2004 ] - ERROR: Not a valid 3DS file!

Now I am a kind of lost, very confused. :(

I use Forte 3.0 e.e.

Pages: 1 ... 46 47 [48] 49