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Messages - Gatobot14

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16
Support / Re: change textures coordinates
« on: January 27, 2016, 03:45:36 am »
if setTextureMatrix changes coordinates for first layer, how can i change coordinates for second layer?

17
Support / Re: change textures coordinates
« on: January 25, 2016, 10:28:02 pm »
But i will be able to move the coordinates for the second layer? Suppose i dont want the second layer be in same position like the first, example: in a texture atlas i have my first texture in first tile and my second texture in the fourth tile, is this possible?

18
Support / Re: change textures coordinates
« on: January 25, 2016, 02:58:29 pm »
Ok now setTexturesMatrix only work in stage 0, i have my textures in one texture atlas, if i need to set another texture layer in my object, how can i move textures coordinates for the second layer?

19
Support / Re: change textures coordinates
« on: January 24, 2016, 01:13:19 am »
Docs says that works better on compiled objects and i dont know if bones objects are compiled, and after reading this ,
its good practice to use compiled objects? what are the benefits, or limitations?? i only call build

20
Support / change textures coordinates
« on: January 23, 2016, 02:49:35 pm »
Its posible for an animated object (bones object) to use setTextureMatrix???

21
Projects / Re: Thinking about some RPG..Android version.
« on: November 07, 2015, 03:41:03 am »
you could render a very important area of the map of your game and apply some fancy effects, or a "reallystic" image like thos cover  from old rpg, or a real picture of a forest with more fancy effects to make it look like a render

22
Bones / Re: Blender+OgreExporter
« on: October 05, 2015, 06:17:42 pm »
so this additional vertices end up as well in JPCT ????
it seem you have knowledge about the exporter, could you tell me why sometimes models exports fine and sometimes the geometry get mess up?? is there some steps to follow to proper export the models???

will glad you could spare some tips  :)

23
Bones / Re: Blender+OgreExporter
« on: September 30, 2015, 12:45:14 am »
I think the problem its the exporter itself, sometimes work others dont, i found blender its great for rigging and animating but for exporting to ogrexml i will use Milkshape3d, i would prefer doing everything in blender but well.........
By the way bones its perfect!
have plans to import more formats than ogre??? the milkshape asccii format seams preaty easy and also have support for skeletons  http://www.gamedev.net/topic/34112-ms3d-ascii-format/ but i dont even know where to start to write an importer......

24
Bones / Re: Blender+OgreExporter
« on: September 25, 2015, 07:56:09 pm »
well checking the ninja model and mine i have the conclusion that my skeleton is exporting bad , its no aligned to the model, if someone knows why this happen using blender and ogre exporter please post your answer here!!!  ;D

25
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??



26
Support / Re: Orthogonal Rendering for Groundviews
« on: September 15, 2015, 06:32:01 pm »
why dont use a camera that points exactly to the ground? how much that can affect your gameplay?

27
Support / Re: Animation problems
« on: September 15, 2015, 06:29:56 pm »
alright i will use that, but it was a error on the model  ::) some missing vertex.....

28
Support / Re: Animation problems
« on: September 15, 2015, 07:40:10 am »
following a post from raft i use the method you suggest with false argument, in order to load the model, because i was having trouble from the loading and the log ouput you mention was showing,
but if you say its the vertices count i gues my model must have an error.

29
Bones / Re: Need help
« on: September 15, 2015, 04:05:15 am »
you could use Miklkshape and the ogre plugin , also blender may work but i didnt research about a ogre plugin, after that you must use the tools in the bones api to converted to .bones.
I didnt found my self a good workflow for creating animation and converting to bones, i think i have more control over keyframe animations so its the one i use  :P, not that fancy, not that bad

30
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(Animation.java:752)
at com.threed.jpct.Animation.doAnimation(Animation.java:379)
at com.threed.jpct.Object3D.animate(Object3D.java:1494)

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.

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