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Messages - Gatobot

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Bugs / Re: Light exception
« on: October 13, 2013, 08:13:31 pm »
ahhhhh indeed the jpct_ae.jar was causing this, i didnt notice it before
many thanks

Bugs / Light exception
« on: October 13, 2013, 01:03:00 am »
Hi egon
im using the latest jpct jar and when i try to dispose a light this happens

Exception in thread "Thread-4" java.lang.NoSuchMethodError: com.threed.jpct.World.remove(I)V
   at com.threed.jpct.Light.dispose(

the same thing happen when i used the method light.getPosition(), the others method are doing well

Support / Re: Light ID
« on: October 07, 2013, 05:58:24 am »
 :o sometimes i forgot to spend a few seconds and read well the docs thanks egon

Support / Light ID
« on: October 06, 2013, 08:48:06 pm »
how can i get the id of a light created through the Light class, so i can removed it later from the world with the method removeLight(int number)

Support / Re: Animated rotation of the camera 90 degree wise
« on: August 09, 2013, 05:52:12 pm »
yes , the approach your using for camera rotation is ok, this will give a smooth animation everytime you turn,  you should use grid based movement instead of checking for collisions with the camera, i think its better for this kind of games.

Bones / Re: frames
« on: July 04, 2013, 08:50:16 pm »
Ogre exporter for milkshape has the option to select an animation file where you can especify the name of the animation(s) and the first an last frame of it, then you can call them in jpct with setanimation

Bones / Re: How to Get Worldspace position of a Joint
« on: June 11, 2013, 05:46:26 am »
hey raft thanks a lot this works great!! ;D

Bones / Re: How to Get Worldspace position of a Joint
« on: June 08, 2013, 12:43:17 am »
Of course,  i hope there could be a method for that,  that should be very handy

Bones / Re: How to Get Worldspace position of a Joint
« on: June 07, 2013, 11:50:01 pm »
I add the position o the joint to the transformed center of the object but its not very accurate :(

Bones / Re: Missing names
« on: June 02, 2013, 11:43:29 pm »
ok, maybe they get lost beetwen milkshape and the exporter, so i will check exporter options and see what happend

thanks for your help :D

Bones / Re: Missing names
« on: June 02, 2013, 11:22:27 pm »
well if you mean de xml file, no, can i add the names to the file perhaps???

Bones / Missing names
« on: June 02, 2013, 09:10:16 pm »
hello everyone

Im starting to use bones and its great!! im using milkshape with ogre exporter an everything its going well,
except for the names, if i have an object named  ej, "head", in the final .bones its called xxxMesh001,
i see this with the ninja model too, i think this happen with ogre exporter,
someone knows a way to preserve the original names of the objects?? its hard to find them this way.
The name of the joints are right.


Feedback / Re: Old Style RPG
« on: October 26, 2012, 11:55:10 pm »
ok thank you very much considering what you say I think the best will be to use a tiled approach
that way I'll have faster results and save time for other things
So I'll start with the tests and see what happens ::).
Thank you.

Feedback / Old Style RPG
« on: October 25, 2012, 06:25:38 pm »
Hi people

I was thinking to make a rpg like "Might and Magic III isles of terra"
but before doing anything just want to hear your comments
about :


Should it be tile based like MMIII, this is easy to implement but is a little restrictive and a little slow...

or should it be like Ultima Underworld where you can move freely through the world


well more than a problem i want to know how you implement you world
i mean do you make a large terrain and then put buildings,tress,etc.
or  a more tiled approach like never winter nights 1..

well people i hope you can share your comments for this and thanks.

Projects / New To JPCT
« on: September 01, 2012, 07:05:30 pm »
Hi everyone!

First of all thanks to Egon Olsen for this great engine!!
i made a little unfinished project using JPCT to get familiar with it
here is a video showing the game:

I still have a few questions but i post them later.

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