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Topics - Gatobot14

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Support / ShadowHelper problems
« on: January 29, 2017, 04:52:58 am »
I run the advance example and works fine, but when a bring closer the light to plane and the model,
the shadow disappear like it gets cut, then when the model get far away from the light, shadows appear again.

its there a way to display shadow close to the light? its an issue with my super intel card and cant be fixed???

hope you could help thanks

Feedback / Shaders
« on: September 19, 2016, 11:22:52 pm »
hi everyone
im using the bump shader from the wiki, the shader works fine looks good but as you can see in the picture attached, the different objects of the level are clearly visible, its not a uniform lighting,
the question, is this normal behavior?? i know that merging the objects could get rid of the problem but i though that shader are capable of creating a uniform lighting

thanks in advance

Support / Terrain Shader from the wiki
« on: May 07, 2016, 05:03:20 am »
Hi egon ive been using the terrain shader from the wiki,  im passing the next values to the shader
Code: [Select]
                shader.setStaticUniform("map0", 0);
shader.setStaticUniform("map1", 1);
shader.setStaticUniform("map2", 2);
shader.setStaticUniform("map3", 3);
shader.setStaticUniform("splatTransform", new Matrix());

if the terrain its only flat, everything seem to work ok, but if i import a modified terrain(mountains and lakes etc) the texture coordinates are all mess up.....

i hope you can explain me how to use this shader and what more info you could need.

thanks in advance :'(

Support / Strange Behavior
« on: April 06, 2016, 04:04:53 am »
Hi egon
i dont know what im missing here, i have a blueprint object , then i make a copy of this object with new Object3D(blueprint,true)
then i assign a texture(from a texture atlas) and move uv coordinates with setTextureMatrix, after that i make another copy from blueprint , assign the same texture atlas and move texture coordinates , but when i added the second object to the world , the texture of first object changes to the texture of second object...

im using a textures atlas for both objects, thats the reason why i use setTextureMatrix i belive that clonned objects are sharing texture coordiates, but again im not sure what im doing, both objects are compiled(), and also i have use new Object3D(blueprint,false) with no difference

thanks in advance 

Support / change textures coordinates
« on: January 23, 2016, 02:49:35 pm »
Its posible for an animated object (bones object) to use setTextureMatrix???

Bones / Blender+OgreExporter
« on: September 25, 2015, 04:01:02 am »
hi to everyone!

ive finally found a way to make my model in blender and animations but dont know how to proper configure ogre exporter,
so i come up with to questions:

why ogre expoter add more vertex to the final mesh???

anyone in this forum uses blender+ogre??can share some tips??

Support / Animation problems
« on: September 15, 2015, 12:24:01 am »
Ive make an object with 6 keyframe animation , 4 of them run fine but with the remaining 2 i got this exception
Code: [Select]
java.lang.ArrayIndexOutOfBoundsException: 131
at com.threed.jpct.Animation.interpolateLinear(
at com.threed.jpct.Animation.doAnimation(
at com.threed.jpct.Object3D.animate(

it happens when i call for the first time "object.animate(index, id);" where index=0 and id its a valid animation retrieve by "id=object.getAnimationSequence().getSequence("win");"

i really dont have clue, all animations have only 3 frames.

this happens with the 3 and 5 animation.

Feedback / multiple textures
« on: September 06, 2015, 12:26:40 am »
Hi everyone

just asking what is the best approach,
suppose i have a terrain grid and each squares uses a different texture, what its best
1) having a lot of different texture files and setting them as needed
2) have one big texture and change the uv's

for now been using number 1, but not sure if this its the best

Projects / GW: Bloddy Camp
« on: August 26, 2015, 12:41:07 am »
Another game for the ludum dare 33 i made it under 3 days
if you want to play it go here

Everything goes well with jpct but doing collision(Ellipsoid collision) really make things a bit slower
so i have to remove a few of them, it also didnt resolve well when the player an another entity
end up in the same place(weird things happend) .

Bugs / JPCT index page
« on: August 26, 2015, 12:29:39 am »
i enter the site today and intead of showing the main page it shows me the content files of jpct

Support / More Collision Problems
« on: July 22, 2015, 11:57:39 pm »
I been looking all the forum but no anwer cant solve my problem
im using ellipsoid collision, im sure with this mode when a collision occurs it will "slide" to avoid the obstacle
however this just dont work...the model gets stuck in the wall and dont slide at all.
Im using ellipsoid from ExtendedPrimitives with size of (32,50,32)
the ellipsoid for collision is half of ellipsoid (16,25,16)
code for moving forward and check collison
Code: [Select]
vec=ellipsoid.checkForCollisionEllipsoid(vec, body, 4);
in the image attached you can see the scene and the ellipsoid
im really clueless , dont know what did i wrong.
i play with some Config value but nothing happend

Projects / GW: Arcade Bully
« on: July 20, 2015, 06:46:48 am »
Decide to enter the IndiesVSGamers Jam and expend the whole weekend making a game.
It was made in 2 days its very basic  :P.

 ;D If you want to play it go here

Feedback / Java update
« on: July 19, 2015, 08:11:57 pm »
Just asking if someone has the same trouble, but often when update Java and test my applicattions in eclipse a message pops up saying "Java(Tm) Platform SE binary stopsworking".
Its this normal? did i need to configure something?? somebody help??

Support / MD2 animation names
« on: July 12, 2015, 09:13:35 pm »
hi egon!
i create a md2 model and added two animations, "idle" and "walk" are the names for those
when object is loaded in jpct i get the next output:
Coverting MD2-format into jPCT-format...
Processing: idlehdulesp...
Processing: walkhdulesp...

this are the animation in the file that i made
but when i print the names i get the following:

DEBUG: complete
DEBUG: idlehdulesp

just one animation keeps its name
is there a way to keep the original names for the animations?

Projects / GW: Cloud
« on: July 06, 2015, 03:25:59 am »
I began to participate in monthly game jams to finish my games and not end up with a bunch of dead code, i know this games are simple but they keep me moving  ;D.

I release a game for the mini ludum dare 60, hope you can play it.

This game is 2D, but that was for practice, my next project will be in 3D (thats was jpct was made for  8) ).

I will continue doing this kind of games and see what happens  ::)

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