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Messages - Wolf17

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16
Support / [Q]Non-square textures and opengl es 2 warnings.
« on: June 22, 2014, 11:22:58 am »
  The logcat shows warnings for non square textures -
06-22 14:09:44.348: I/jPCT-AE(4438): [ 1403426384351 ] - WARNING: Texture's size is 64/128, but textures should be square for OpenGL ES2.0! This may result in a black texture!

But so far it has not occurred in any of the devices which I have tested  ;D!
But I don't want it to crop up in some random device out there !
Is there  any possibility or it is okay to use it like this ?

17
Support / Re: multiple lights
« on: December 10, 2013, 05:25:18 am »
The "setshadingmode " is used for setting the shading mode (flat or gourad shading) .It has nothing to do with shadow casting.
If your scene is extremely small (like confined to a room only) then maybe you should use the multitexturing approach with different lightmpas per same model  and switch them according to the lighting you want(I know that it is a quick dirty solution ,but there is nothing bad in giving it a try!).This will actually make sure that your scenes are visually apealing(FOR STATIC SCENES ONLY!) !
Just make sure that your lightmaps are reasonably sized(or it will cause memory problems)!
The "virtualizer" will come handy to save you from memory problems. ;)

18
Support / Re: Getting "Can't add 'null' to the World" in jPCT-AE
« on: December 09, 2013, 02:59:49 pm »
 ;D I am happy you solved it!  ;D

19
Support / Re: Getting "Can't add 'null' to the World" in jPCT-AE
« on: December 09, 2013, 02:16:29 pm »
Maybe you should try recreating the scene in jbrush and reloading the scene..... but this time without the floor model and the texture i.e try only that table thing ! Check if that loads fine on your device!

20
Support / Re: Getting "Can't add 'null' to the World" in jPCT-AE
« on: December 09, 2013, 01:26:42 pm »
Yes I got it!  ;D
The mcgrass.png  texture you are using is of dimension 420*420 and it is not supported . Try to convert it to either 512x512 or 256x256 . You have to use power of two texture image i.e 2,4,8,32,64,128,256.512,1024.....so on.

21
Support / Re: Getting "Can't add 'null' to the World" in jPCT-AE
« on: December 09, 2013, 01:03:26 pm »
If Possible, may you please attach your zip here through attachment options ! It is getting corrupted when I download from the link you provided!(Strange!)

22
Support / Re: Getting "Can't add 'null' to the World" in jPCT-AE
« on: December 09, 2013, 12:19:51 pm »
Oh ! sorry!  yes you did that!
Have you tried to recreate and reload the scene?
....Once I reach home ,I'll make an apk out of your source to see what is wrong !

23
Support / Re: Getting "Can't add 'null' to the World" in jPCT-AE
« on: December 09, 2013, 11:55:51 am »
Hello! Welcome!
Maybe you forgot to include the texture which is applied to the floor model!? :-\
Make sure to include all the assets that you can visually see in your jbrush editor. :)

24
Projects / Re: Armada Alpha release!
« on: December 08, 2013, 02:23:29 pm »
  One word...Awesome!   ;D
It is so nicely done ! (and it is in alpha stage!)
But one question ....Are these 3d models having high polys?

25
Support / Re: multiple lights
« on: December 08, 2013, 12:36:54 pm »
  I see. Yes, as stated in earlier post , It only works for static scenes with no changes in lighting . That is the drawback of the methods 2 and 3 which  I suggested . JPCT AE comes with point light ,ambient light support out of the box . But for stuffs like shadows ,spotlights ,area light etc.. you would have to write shaders . I saw some users doing this in their work . If you are willing to learn writing shaders , then there are plenty of tutorials for opengl es 2.0 scattered on the web .
Writing shaders are hard if you are a complete beginner(and may be that applies to you!) and you may even find it difficult for testing and make it work on various devices ! So maybe you should stay away from it (Even I do not know that stuff and I stay away from that dimension ! :P )! 
I suggest you to experiment a little with the default stuffs .
For now ,I can suggest you to try scaling your room model and 3d objects larger and see if there is some difference .

26
Support / Re: multiple lights
« on: December 08, 2013, 07:23:51 am »
   Yes, you can do that! Possible solutions are-->
1 .You can use your own lighting shaders.
2 . If Your scene is static and does not need dynamic lighting , you can use easy tricks so that you can fake the lighting effects by using lightmaps. This uses multi-texturing approach. Check this for reference - http://www.jpct.net/forum2/index.php/topic,3451.msg24809.html#msg24809 
3.  You can consider to bake your lightmap and colors to a single texture image. This is quite easy and my preferred way too . You can easily obtain these textures from blender .There are plenty of tutorials for the same.
for example-
This is the texture with lighting patterns and colors-

And this the .3ds model on which above texture is applied ,ready to load in jpct-ae -

27
Projects / Re: formula legends
« on: December 07, 2013, 01:09:23 pm »
Hi!

 Can you make it available for my sony ericsson wt19i on playstore ...or send an apk to me ... i would like to test this on my phone!

28
Projects / Re: Blender Scene Exporter (OpenSource)
« on: December 07, 2013, 01:00:03 pm »
  THanks for sharing this!!!  :) ;D
I was looking for something like this for ae version ! Any future plans for ae version ?

29
Support / Re: Glow Object3D
« on: November 25, 2013, 03:14:45 pm »
Hello ramzes0071!
   You can easily get a glow effect by just using a transparent billboarded plane with the glow texture with additive blending .

This Topic shows it --> http://www.jpct.net/forum2/index.php/topic,2576.msg19041/topicseen.html#msg19041

Hope this helps!

30
Support / Re: Jpct-AE Vuforia integration Portrait mode
« on: November 23, 2013, 07:11:39 am »
  I really do not have any idea about the Vuforia stuff . But a look into the wiki page about integration of jpct with vuforia , I got this thing -
Code: [Select]
public void updateCamera() {
Matrix m = new Matrix();
m.setDump(modelViewMat);
        cam.setBack(m);
}

  I am not sure , but maybe you can experiment tweaking the values of the matrix "m" before applying it to the camera .
Code: [Select]
public void updateCamera() {
Matrix m = new Matrix();
        m.setDump(modelViewMat);
        //your adjustments for " m" here
        cam.setBack(m);
}
:-\

(Sorry if I am posting something wrong ! And please correct me if anybody feels so ! )

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