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Messages - Hrolf

Pages: 1 ... 3 4 [5] 6
61
Support / Re: Jpct tutorial
« on: November 07, 2007, 04:44:37 am »
The problem isn't setting up a wiki

Can you easily start a wiki for us? There must be enough dedicated jPCT fans among us now to come up with something worth reading - that skeleton app's a good idea too...

62
Support / Re: Jpct tutorial
« on: October 29, 2007, 02:13:51 am »
A tutorial would be good! Can't we wiki it somehow? Then we could all help out...

63
Support / Re: Terrains, caves and editors
« on: October 01, 2007, 07:38:45 pm »
You could try Gmax (http://www.turbosquid.com/gmax) which (with a script) can export .obj files to use in jPCT.

64
Support / Re: Own collision
« on: September 24, 2007, 04:08:54 pm »
Import or create your model as an Object3D.
Set the Object3D's collision mode to COLLISION_CHECK_OTHERS.
Now when you want to move the camera in direction 'dir' by 'dist' units, first use;
yourWorld.calcMinDistance(cameraPos, dir, dist)
if this returns Object3D.COLLISION_NONE there'd be no collision, otherwise the camera would hit the model 'dist' units along vector 'dir'...

65
Support / Re: Own collision
« on: September 24, 2007, 01:51:45 am »
Nor have I - LiuFeng, what do you want to achieve?

66
Support / Re: Own collision
« on: September 23, 2007, 04:35:24 pm »
Am I missing something or won't World.calcMinDistance() do the job? That's what I used in Bloodridge...

67
News / Re: Away from keyboard for one week!
« on: September 11, 2007, 02:41:59 am »
Looks nice (it was from Sylt that Hengest & Horsa set out for Britain) but I'm glad you're back - there was a debate on the best 3D engine (guess which I recommended!) on javagaming.org but they're down for maintenance ATM...

68
News / Re: Happy birthday!
« on: July 22, 2007, 05:14:45 pm »
The next big change will be...i won't tell you
Oh, go on! Do tell!

Many happy returns and thanks again for a really nice piece of software!

69
Support / Re: what happened to paradroidz ?
« on: April 10, 2007, 04:06:53 am »
It makes me sad! The Greedy Lawyers©® strike again.  :'(
*thinks* Oh no! I wonder if they'll get me for the 'Hunchy' game on my site?

70
I guess I need to start creating my own primitives for this kind of activity and lay off the stupid pills.
You need pills to be stupid? I can do it naturally! :D

Mind you, I have thought it would be nice to have a method like addQuad(x,y,z,x1,y1,z1,u,v,u1,v1) purely for convenience...

71
Support / Re: Tiled texture on an infinitly big plane?
« on: March 27, 2007, 04:55:37 pm »
There is a quick cheat! You can make a TextureEffect to scroll the texture of a large poly in the desired direction while the poly and camera stay still - I used this to give the impression of a boat travelling over water once...

72
News / Re: Java6
« on: March 19, 2007, 01:48:39 am »
I've had no probs with java 1.6 - faster frame rates and the screen-saver lockup problem I'd been having has gone.

73
Support / Re: Anti-lights
« on: March 17, 2007, 07:19:37 pm »
Sadly I'm just using software rendering :(
Never mind! It was just a thought...

74
Support / Anti-lights
« on: March 17, 2007, 04:47:40 pm »
Hi Egon,

It would be great to have anti-lights (I can't think of a better name - 'Darks' maybe?) so you could have areas of darkness even though the ambient light level was high.
I'm trying to make a large, well lit area with some dark patches. Currently I'm having to use lots of lights with carefully tuned locations & attenuations. It'd be much easier to set the ambient light level and have 2 or 3 anti-lights... Is it possible for you to put in lights with -ve intensity? Would it be the same code only subtractive?

75
Projects / Re: FutureRP
« on: March 03, 2007, 04:38:11 am »
Ok Egon, you're right!

Guildwars;


It seems she's not even stood on the step!

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