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Messages - Enk

Pages: 1 [2]
16
Support / Re: Texture-coordinates from Blender
« on: August 16, 2008, 02:32:19 pm »
Tried it and got the same results.

http://main.spurv.net/upload/game.JPG

I used the car-example as a base for the project so I guess there is something I am doing wrong (or not doing) in Blender? :/

17
Support / Re: Texture-coordinates from Blender
« on: August 16, 2008, 01:34:06 pm »
Yes, after it is loaded I call this function:

Code: [Select]
    /**
     * Build the map object and add it to the world
     * @param world
     */
    public void addToWorld(World world) {
        world.addObject(this);
        enableLazyTransformations();
        build();
        createTriangleStrips(2);
    }

18
Support / Texture-coordinates from Blender
« on: August 16, 2008, 12:24:04 am »
Hei, I am having a problem with textures from blender.

I have a heightmap (which is actually just a flat plane). I have assigned a material named "rocks" and a texture to the material named "rocks" (the picture from the car-test example). I have sat x- and y-repeat to 16 and exported it as a 3DS-file, but when I run it the plane is just green (the texture is probably stretched).

In my program I have

Code: [Select]
Texture rocks = new Texture("textures/rocks.jpg");
texture_manager.addTexture("rocks", rocks);

Object3D terrain = map_manager.loadMap("models/map/1.3ds");

Function loadMap:
...
        Object3D[] objs = Loader.load3DS(input, 400);
        if (objs.length > 0) {
            map = new Map(objs[0]);
            map.setTexture("rocks.jpg");
        }
       
        return map;
...

What do I have to do to get the texture-coordinates from blender to work (as in the 3DS-file in the car example).


19
Support / Re: Animation Subsequences
« on: August 14, 2008, 02:00:39 pm »
So if I create a MD2 with animation according to the "standard" (e.g. 0-39 = stand), then the generated subsequences will be OK? e.g. animate(anim, 4) for animating PAIN_A?

20
Support / Re: Animation Subsequences
« on: August 14, 2008, 12:30:49 pm »
Thanks again.

Milkshape does not actually support naming frames, but blender does. I'm gonna give the ol' Blender a shot at this. :)

21
Support / Re: Animation Subsequences
« on: August 14, 2008, 11:15:05 am »
Ok, thanks. How are these keyframe-names set? Is it possible to set them in Milkshape/Blender (I know this is kinda off-topic). But it would be great not to have to go and set all the subsequences for all objects manually :/


22
Support / Animation Subsequences
« on: August 14, 2008, 01:25:49 am »
Hei!

Just have to say that jPCT is a really great engine! I just started coding in Java, but jPCT is really easy to use.

I have a question regarding subsequences with MD2-animations.

What does exactly define a subsequence? Is there like 20 keyframes per subsequence or? A


I am using Milkshape for MD2-modelling and Blender for 3DS+++ btw.

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