Thinking about some RPG..Android version.

Started by EgonOlsen, December 17, 2011, 11:42:01 PM

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K24A3

Those blobs make all the difference IMO despite being a simple addition. Nice.

That tree is the same one as in the jPCT demo's yeah? I slightly modified it to straighten out that pronounced fork in the trunk, removed 59 double vertices, rotated it natively for jPCT, and made some of the lower leave planes smaller so they don't stick out as much. It may improve performance a bit.

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EgonOlsen

That tree doesn't work well...with backface culling enabled, there are missing leaves and with backface culling disabled, the trunk has wrong lighting, because polygons from both sides show through.

K24A3

Ah ok the double-sided normals option in blender is dependent on the renderer so it seems that jPCT doesn't support this feature. I created the double sided planes manually and flip the normals, those extra vertices are back in business now.

Attached is the new tree.

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EgonOlsen

Quote from: fireside on January 28, 2012, 01:08:03 AM
It looks a lot better I think.  Didn't that increase texture size?
No, it doesn't. It's just some additional stuff added to the already existing texture that i use for texture splatting.

EgonOlsen

Quote from: K24A3 on January 28, 2012, 04:47:17 PM
Ah ok the double-sided normals option in blender is dependent on the renderer so it seems that jPCT doesn't support this feature. I created the double sided planes manually and flip the normals, those extra vertices are back in business now.

Attached is the new tree.
The leaves look fine now...however, this model has a small problem with texturing. I think that the former one had that too, but it wasn't that obvious...
The problem is, that i have to enable transparency for the whole tree. The two parts of the texture (trunk and leaves) cause artifacts where the texture coordinates of the trunk are coming close to the leave texture...i don't know how to describe this in an understandable way...i'll post an image:



Is it possible to make the trunk parts in question use texture coordinates that are a bit lower (i.e. farer away from the leave part of the texture)?

K24A3

 :o that's a bit odd, looks like your texture is different to mine since mine renders fine using transparency. That can easily be fixed but I need your texture to align it properly.

EgonOlsen


EgonOlsen

Quote from: fireside on January 27, 2012, 11:56:37 PM
Here it is:
https://rapidshare.com/files/3667882740/bowAnim.zip

Blender made a lot of changes so I hope it works out.  The arrow may be a little long but I didn't notice till I was finished.  The arrow is just black, no texture.  The bow and arm are supposed to be simple textured.  I'm not the greatest in Blender, especially with all the changes they made.  If it doesn't work, I can try again.
The texturing is fine and the bow looks cool in game. I've removed the arrow and will keep it as it's own separate object that simply translates during the animation. However, the animation itself doesn't look right. The bow somehow stretches when firing where it should actually just bend. Here's a video showing the problem: http://jpct.de/download/tmp/bow.mpg

fireside

OK, yeah, that's because I was having trouble in Blender.  I'll go over it again.  I'm going to need to figure this out anyway.  I tried to sort of cheat and it backfired on me apparently. 
click here->Fireside 7 Games<-

fireside

BTW, would you rather save the vertices on the lower part of the bow since it's not visible, or does that matter?  I may need to add a couple loops right where that bend is so it looks better.
click here->Fireside 7 Games<-

EgonOlsen

It doesn't matter ATM, but i would rather keep them just in case.

fireside

#86
OK, I got bones to work this time, but I couldn't add a couple loops to make that bend look better because the model was triangulated already.  Check it out:

problem with that download, use link below.

I could redo the bow if the bend doesn't look good, yet.  There's only 3 animations without the arrow.
click here->Fireside 7 Games<-

fireside

click here->Fireside 7 Games<-

K24A3

Using the Armature system in Blender may get that bow bending correctly. Or if you are using Armature's, I feel your pain. It's a headache getting it working properly..

Here's the new tree with modified texture co-ords. I couldn't replicate it in-game so I think it's something happening on your end. GLES20 texturing offset issue perhaps?

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fireside

#89
They say they are making Blender easier but I don't see it.  It seems to get harder and buggier with every release.  Still, it's amazing what people can do with it.  Their new action system took me forever to even find it and I seem to get more bones than what I want and they automatically weight themselves even when I choose not to do it.  It's getting better as I get more used to it.
click here->Fireside 7 Games<-