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Messages - andresjesse

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06-04 09:59:32.355: A/libc(2495): Fatal signal 11 (SIGSEGV) at 0x00002600 (code=1), thread 2508 (Thread-117)

This was a common error when stopping an OpenGL-ES app on Intel x86 AVD (every launch crashes at onStop()). Here's a quick solution (worked fine for JPCT-AE Engine):

- Open AndroidManifest.xml, add android:allowClearUserData="true" tag to the application node.

        android:allowClearUserData="true" >

May be useful for some users.

Projects / Re: Blender Scene Exporter (OpenSource)
« on: March 19, 2014, 06:12:22 pm »
project updated! main changes:

- updated MIT license to current year (2014)
- updated JPCTBlend to version 2
- sample scene moved to media/scenes/sample_scene
- sample actor java class updated to load SampleActor.3ds from media/actors
- changed camera FOV in jpct (forum tip, thanks!)
- added changes.txt file to store updates history
- configured texture loading to set alpha for PNGs (use this format for transparency)
- added some bushes to show texture transparency
- changed updateActors() to update()

- updated Desktop Project Sample to use jpct library to version 1.28 (last)
- updated Desktop Project Sample to use lwjgl-2.9.1 (comes with jpct 1.28)

- updated Android Project Sample to use jpct-ae library to version 1.28 (last)

- fixed object and actors rotation issue: -x,y,-z istead of x,y,z (corrects rotation after loading the scene).
- fixed object export without clean rotation (caused double rotation in previous jpctblend version).
- python exporter now available as blender plugin (shown in 'Export' menu. Needs to be enabled in user preferences >> addons >> Import-Export).

Projects / Re: Blender Scene Exporter (OpenSource)
« on: March 18, 2014, 05:51:57 pm »
Very cool !
But my Blender can't export  JpctBlend Scene(.xml) !   how i can to do get it ?  "" import  is error!

This will be available on JPCTBlend next release and you'll need to add it by hand from Blender's "properties >> Addons" Menu. Make sure to download last version of blender. Thanks for your comment, next JPCTBlend will be released soon.

Projects / Re: Blender Scene Exporter (OpenSource)
« on: March 13, 2014, 02:21:27 am »
Great Work!. I hope you continue to add more features. I think it's very useful.

One thing I noticed is that the exported scene doesn't look exactly as it does in blender.

After trying out a few things, for a camera in Blender set to 35 (focal length) and 32 (size) if you set the FOV in your code, it will look just like it does in blender.

world.getCamera().setFOV(0.914f);   //this magic number I found empirically, but now that I think about it, it seems too much of a coincidence that is the same as 32/35.

Tranks for the tip! I'm working on next release right now, this FOV value makes the scene looks more precise. I've made a lot of improvements and bug fixes, the next version will come soon.

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Projects / Re: Blender Scene Exporter (OpenSource)
« on: December 12, 2013, 02:07:46 pm »
  THanks for sharing this!!!  :) ;D
I was looking for something like this for ae version ! Any future plans for ae version ?

Thanks for your interest, yes, i'll code AE version next month.

Projects / Re: Blender Scene Exporter (OpenSource)
« on: December 03, 2013, 01:04:33 pm »
Thanks, i'll keep this topic updated and if you want you can close the old one. Another suggestion is to move (if necessary) this topic to JPCT (not AE) forum, i've not coded AE support yet.

Projects / Blender Scene Exporter (OpenSource)
« on: December 02, 2013, 09:15:05 pm »
Hi JPCT Community,

I'm here to show you a little project i've been working last days. It is a small scene exporter that allows to use Blender as a Sandbox (create/edit Objects, Camera, Lights and Actors).

It is, in fact, a re-build of my old scene exporter (,2531.0.html). Unfortunately i lost the source code of the old one, so i decided to re-implement it as an opensource project, this way everyone can test and suggest improvements. I don't think it will be a big tool, but can help to create small 3D scenes for JPCT. I know, there is a lot of tools and ways to create scenes for JPCT, but i like Blender scripts and this will help my students in a University Project that uses JPCT.

How it Works?
1. Create a 3D scene in Blender, add Lights and a Camera, add Some Actors (this is the cool part) and export. The script generates a xml file, exports each object into a 3DS file and collects all textures used in the scene.
2. Create the Actors in Java following a small pattern that i designed ("IActor" interface).
3. Copy&Paste JPCTBlend Core Java classes (the importer) to the JPCT project and load the xml.
4. Run.

Sample Scene in Blender:

Sample Scene in JPCT:

Sample Scene in Android:

Source Code, Javadoc and Tutorials (Wiki) can be found at Any suggestion is welcome.

PS: Some features are not implemented yet (see details in GitHub), but the actual project is fully functional.

Support / Re: Octree Culling Implementation
« on: July 02, 2013, 03:58:50 pm »
Ok, no problem. Thanks.

Support / Octree Culling Implementation
« on: June 28, 2013, 09:50:08 pm »

There is some resource in jpct to do culling using octree?

I've built this one for my tool (IrrRPGBuilder):

I'm thinking in re-code a new version to use in jpct and improve the rendering performance on android/desktop.
This will be an university project, so what do you think about it? it is a good contribution to JPCT?

Here's some references (targets), i plan to build something like that:
and my old irrlicht octree (wich had a good performance improvement).

Projects / Re: Blender Scene Exporter
« on: January 20, 2012, 08:49:40 pm »
That seems very interesting! I'm curious, how does the plugin export the scene? In what format? How is it imported in JPCT?

Good luck with it, it looks promising!

For now it exports all Meshs in 3DS format, then we have an plain text file (will be a binary file in future or some kind of package..) that contains all scene information like particles, lights, object instances, ...

It is imported to the JPCT just reading the plain text and creating object instances. We have a class to manipulate the Mesh Data, just like the TextureManager, now we are working in a SoungManager, and ActorManager.

It is very important to say that we are not JPCT experts yet, so we need to try, test and learn about it. This is just the begining.

PS: sorry about double post

Projects / Re: Blender Scene Exporter
« on: January 20, 2012, 08:41:56 pm »
will there be a public download available?

we dont have this plan right now, because this tool will be used for commercial games development (edit: can be used, we are testing jpct-ae, the engine was not choosed yet).
But we are friends and users of OpenSource Software, so we will try to find some way to return good things to the community.

Projects / Blender Scene Exporter
« on: January 19, 2012, 05:11:37 pm »
>>>> Thread moved to the new Exporter topic:,3711.0.html <<<<

Hello everybody,
This is an extension i'm working to create game levels for jpct-ae. It uses blender as the level editor, with custom objects and properties like particle systems and cameras.

Everything is done on blender (mesh edition, texturing, object placement,...) and then exported as an complete scene.

Current features:

* Complete mesh edition + texturing + animation tools from original blender;
* Shared Mesh and Texture data manipulation on JPCT-AE (avoiding save and load of duplicated copies of the same mesh and textures)
* Export blender Lights (Points + Ambient)
* Basic Particle system

In progress Features:

* 3D Audio compatibility (also exporting blender speakers)
* Actor System: Animated Meshs + Behavior override in JPCT-AE
* Basic cutscenes system

I'm also working on performance improvements, specially on my particle system.

Working Device: ZTE Racer (also known as ZTE X850), Android 2.1
Blender Changes: Custom objects and Python Exporter on Blender 2.61

Device Tests:

Blender Scene:

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