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Messages - Melssj5

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676
Feedback / suggestion
« on: October 07, 2005, 08:19:23 am »
but the feature is not only for moving the lights, if having the object Light with its own methods it could help for managing them, for example:

a method to move the lights

a method to remove it from the world

a method to change its colors

a method to change its radio action

etc.

of course this things can be donde on other ways but its not likely to get a Light instance by using an id for managing them from another class. The problem is that I dont know how to get that ID.

677
Feedback / suggestion
« on: October 07, 2005, 03:57:26 am »
Why wont you change that feature on jpct?

678
Support / build only an specific Object
« on: October 05, 2005, 07:22:34 am »
:oops:  :oops:  :oops:  :oops:  :oops:  :oops:  :oops:  :oops:  I just found it, Sorry, please delete this topic!

679
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!

680
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.

681
Projects / Dissapointed
« on: September 27, 2005, 05:39:08 am »
Well, I just decided to began again with the game, but this time I am going to think first on how to implement the main functions because I had a class that is a splash and set the coniguration of the game, a class the initialize all the objects and another one to handle the game but I find that I needed some previous analisys of my system, because I never consider many other things, I made that stupid set of classes because I just began writting pieces of code on my barinstorms, now I will prepare first the arquitecture of the server and clients, after that I will code the structural part and finaly add the 3d part to it, I think that this project were usefull to notice that making a quality game is not a funny hobbie but a software development.

My girlfriend really liked the preview of my game, but I hate it. maybe I am being too demanding about quality considering that I am a newbie on this area.

682
Projects / Dissapointed
« on: September 25, 2005, 06:12:28 am »
Well, I am here again. 4 days ago I got chicken pox  :x   :cry:   :(   :evil:   :twisted:

So I tried to  continue on my game but I only want to sleep, I will began classes on the University on 2 weeks, and I am very stresse because I am having a lot of problems too.

I think, I better ask for a more specific help.

The game I am trying to develop is a multiplayer game similar to descent or forsaken, using spaceships, nothing too complicated.

Well, about the maps, I made my owns on 3d studio max 6.0, they are ugly, but they work. I tried to find some free spacecrafts on 3dcafe but they just dont appear inside the game, like if jpct dont accept them, so I fisrt passed them to 3d studio max but when now they dont appear complete (a mistery), so I had to made my own spaceships.

the are big ones, I tries to use the ellipsoid collision detection but the shape inside the spacecraft wont fit perfectly inside a ellipsoid and I am having problems with that because the camera is not placed on the center  of the craft but in the front part, so I think I must detect collision with the craft and manage the craft and after that placing the camera on the craft position and direction.

How should I manage the movements, as long as it will be an online multiplayer web game, i was thinking on using the serialization to saving on a file the position of all the crafts and having a personal world that upgrades the position and direction of all the crafts for each loop iteration.

is this the correct way to do it or should I do that in any other way?

When I fisrt thought in this game I began writting in paper many ideas of how to do my game, but now I think on a different way and I am not sure about that.

683
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?

684
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.

685
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:

686
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?

687
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!!!!

688
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.

689
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.

690
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

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