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Messages - cyberkilla

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391
Feedback / subBlack
« on: November 24, 2006, 12:57:34 am »
Well, nice job. I like dark themes. Nice an contrasting:)

392
Feedback / subBlack
« on: November 24, 2006, 12:35:26 am »
Wow, you did? Thank you!

If there is ever anything I can do, in terms of web development, just let me know:)

Edit: I was right! The logo does look great in the darkness:)
I dont know if you had to edit it to make it look like that.

393
Feedback / subBlack
« on: November 23, 2006, 09:53:25 pm »
Hey Egon, do you like darker themes?

Because subBlack is very nice:) Its nothing thats needed.
I just think your logo would look so good in it!

394
Support / Adding clothing, weapons, shields to 3d model.
« on: November 23, 2006, 07:06:08 pm »
Thats a nice idea. Thats how I ended up doing it too:)

Any idea how I can get clothes onto the naked 3d models?

Edit: I have considered making a gun model, a child of a hand, but this is not possible as I have merged each frame into a single Object3D.

The only other thing that is apparent to me is:

Rendering a naked 3d model...
Drawing clothes on this mode in blender, but making the naked model itself invisible...
Rendering the clothing...
Drawing the clothes render ontop of the naken body with java2d.

Now, i found a link like this...

http://www.christiancoders.com/cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum5&topic=000196

It refers to the use of "envmap" to make the body invisible, and stop it from coming through the clothes.

Is this environment mapping trick possible with jpct?

Whether it is or not, can you see a better way?

One thing is for sure. Whoever manages to get me an answer here, will be on the credits of my game as a saviour;).

This is definately looking like the way to go. The guy's
animation is a little jumpy, but I am confident I can sort that out myself.
Looks like his frames are slightly out of step...He's using javascript and layered divs so he cant really synchronize the img tags. It wont be an
issue in java. Also, im using firefox which he complains about in his post:P



395
Support / same code running in a Applet and JFrame
« on: November 23, 2006, 02:37:31 pm »
Thanks for that. I forgot about rotateMesh
Danke;)

396
Support / Isometric camera angle, and single sided polygon help:)
« on: November 23, 2006, 01:59:00 pm »
Thanks Egon:) Ill let you know how it goes.

Welcome to the forum halcor! Im pretty new also;).

Ill look into what you say. I must admit, ive never heard of it before.


EDIT: Egon, im afraid its not possible for me to use your oversampling:)
You see, I set the background to magenta, and set that to the transparent colour.
With aliasing, i get a pink border:P
Im thinking, this will not happen if i rescale with the java2d, because ive already made the bg pixels have 0 alpha:)

397
Support / Isometric camera angle, and single sided polygon help:)
« on: November 23, 2006, 03:48:37 am »
Solved it!!!!

This code seems to get the bottom line of a 3d object, and get its Y coord
on the backbuffer:D

Code: [Select]

         SimpleVector vec,objcenter;
         float[] boundingvec;
         boundingvec = obj.getMesh().getBoundingBox();
         objcenter   = obj.getTransformedCenter();
         
         vec = new SimpleVector(
         0, boundingvec[3], boundingvec[4]);
       
         vec.matMul(obj.getWorldTransformation());
         
         theY = Interact2D.project3D2D(world.getCamera(),buffer,vec).y;



Egon, is there any ways to increase the quality of my rendered images?
Is there any antialiasing, or, well, anything that can improve the accuracy
of my models at such a close up view?

Perhaps I should render large, and use the highly powerful java2d functions to resize the buffered image.

EDIT: Yup! Resizing with java2d is DEFINATELY the way to go!:)
Any other tips are welcomed!

398
Support / Isometric camera angle, and single sided polygon help:)
« on: November 23, 2006, 12:41:20 am »
Aha, thanks egon:)

So, object space coords are relative to object, so I need to figure out
how to get the world space coords.
Ill have a go:)
Thanks again.

399
Support / Isometric camera angle, and single sided polygon help:)
« on: November 22, 2006, 10:08:15 pm »
I cant seem to find anything like getBoundingBox, although, I do see a setBoundingBox.

Maybe I could get the bounding box, max y,  and use that?

400
Support / Isometric camera angle, and single sided polygon help:)
« on: November 22, 2006, 09:03:24 pm »
Aha! Could I work this out from the bounding box of the model?(im assuming this is a box that encapsulates the entire model).

Finding this base line coord, I can work out easily where to put it on my isometric map.

Thank you for your help. I know I am asking strange questions:).

I have solved what i said "wont work".
It is because Blender uses Z-up, and jpct seems to use Y-up.

It is a lot of trouble to rotate objects inside blender, and harder to edit
at the wrong angle.

Instead, I would like to rotate the camera so that Z is up.
Is that ok? I know you can rotate the camera, but will it cause me any real trouble?

I intend only to use the api to render models and cache as bufferedimages at this point - although, more will be used in future, because this api is so functional:).

Will I still be able to use the Interact2D.project3D2D() if i rotate the camera?

Thanks again:)

EDIT:

The solution....
Code: [Select]
float radians = -90f/(180f/(float)Math.PI);
      obj.rotateX(radians)


Im just rotating the model themselves.
So camera isnt affected:D
[/i]

401
Support / Isometric camera angle, and single sided polygon help:)
« on: November 22, 2006, 06:27:07 pm »
It didnt work:(

I have another problem also....

I render the model onto a buffered image of a set size,
and superimpose that onto my isometric map.

Is there a way that I can always know the offset in pixels of the base
of the model ive rendered?

402
Support / Adding clothing, weapons, shields to 3d model.
« on: November 22, 2006, 06:24:24 pm »
Thanks Egon:)

403
Support / Adding clothing, weapons, shields to 3d model.
« on: November 22, 2006, 05:56:20 pm »
I currently load each 3ds frame file into an animation,
with a new sequence index for each STATE(idle,walk,sit).

So, i end up with a whole Object3D with everything in.
Its cached as a buffered image, so its not a speed worry really:).


I might not have understood your answer, but what I meant to ask was...

Is it possible to extract the keyframes from a single 3ds. For one state i mean.
So i could have one 3ds file for walking, one for sitting, one for standing idle etc:)

Sorry if im just being dumb.

I know animation in 3ds isnt supported by the api by default, but, any help in this respect?

404
Support / Adding clothing, weapons, shields to 3d model.
« on: November 22, 2006, 05:34:05 pm »
Finally a response! Thanks!:)

I need them animated though.

This is how im doing it now.....

One 3ds file for each frame of animation.

Is there another way of loading animation from a single 3ds file?

405
Support / Adding clothing, weapons, shields to 3d model.
« on: November 22, 2006, 05:23:12 pm »
In the words of pink floyd, "Hello... Is there anybody out there? Just nod if you can hear me....Is there anyone at home?":P
Well, something like that.

Just your standard NUDGE:P

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