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Messages - mownage

#1
Support / Re: loading animation help
March 13, 2014, 11:13:02 PM
Quote from: EgonOlsen on March 13, 2014, 09:49:03 PM
Kind of both. You load your animation in Collada to Orge format (NOT 3ds) and let Bones convert it into it's own format. That file can can be loaded and animated in the app by...Bones. So it actually does both things. However, you don't have to use it. You can, if it's sufficient, use keyframe animation either created frame by frame in some editor or by loading an md2 file.

I understand, thank you very much!
#2
Support / Re: loading animation help
March 13, 2014, 08:56:53 PM
Quote from: EgonOlsen on March 13, 2014, 08:17:38 PM
No, you can't use them directly. But you should be able to use the dae format (which is from Collada, not 3ds) in combination with Bones (http://www.jpct.net/wiki/index.php/Main_Page#Bones_for_jPCT.2FjPCT-AE).

I know this is a stupid question but... Do I use bones to load my 3ds model + animation and then export it to a format which can be used for my jPCT-ae project?
Or is bones an addition to jPCT which is used to build animation files onto my project?
Or.. have I got a completely wrong view on what Bones does and is used for?

(I saw this - http://aptalkarga.com/bones/ , just would like some clarification on this)
#3
Support / loading animation help
March 13, 2014, 07:44:38 PM
I am curious to know, how do most people do animation on jPCT-AE?

I have read the wiki guide (http://www.jpct.net/wiki/index.php/Loading_3ds_Keyframes_from_Blender) - using 3ds model keyframes to create an animation. But I am not very good with 3ds and blender.

I downloaded a 3ds model which included animation files in .dae and .fbx format (I believe these are the animation files - correct me if I am wrong) . Is it possible for me to actually directly use these files in my code or will I have to go through another process in order to use it?
#4
Support / Re: Out of memory when adding textures
March 10, 2014, 09:51:19 PM
Yep, got it working now with textures.

It was 100% due to the size of my images :(. Thank you for the quick help! Really appreciate it
#5
Support / Re: Out of memory when adding textures
March 10, 2014, 09:16:00 PM
Quote from: Irony on March 10, 2014, 09:10:37 PM
You can't tell what memory a texture will take by looking at the file, which is compressed. Instead, the texture will take height*width*4 (if you have alpha) bytes.
So, make sure to use smaller textures.

I see.. ummm nightwing.jpg is 2048*2048...
equip.jpg is 1024*1024...
weapon is 1024*1024...
head is 2048*1024...

... haha.. I guess that explains why

Thank you very much^^
#6
Support / Out of memory when adding textures
March 10, 2014, 08:49:59 PM
I am new to Jpct-ae and have looked at some projects created by people and they look amazing. Now I want to create something that is amazing too... :)

I can add objects but when I try add the textures, my program runs of of memory...  :'(

Just a snippet of my code:




               
world = new World();
world.setAmbientLight(20, 20, 20);

sun = new Light(world);
sun.setIntensity(250, 250, 250);

         TextureManager.getInstance().addTexture("DLC12_Nightwing_AS_Body_D.png", new
        Texture(context.getApplicationContext().getResources().openRawResource(R.raw.nightwing)));
       
        TextureManager.getInstance().addTexture("Equipment_Resonator_01_D.png", new
        Texture(context.getApplicationContext().getResources().openRawResource(R.raw.equip)));   
        TextureManager.getInstance().addTexture("NightWing_Weapons_Darts_D.png", new
        Texture(context.getApplicationContext().getResources().openRawResource(R.raw.weapon)));         
        TextureManager.getInstance().addTexture("DLC12_Nightwing_AS_Head_D.png", new
        Texture(context.getApplicationContext().getResources().openRawResource(R.raw.head)));     
       
                stream = context.getApplicationContext().getResources().openRawResource(R.raw.nw);
                stream2 = context.getApplicationContext().getResources().openRawResource(R.raw.nw2);
       
                thing = Loader.loadOBJ(stream, stream2, 1f);

                thing[0].build();
                cam = world.getCamera();
        world.addObject(thing[0]);         
       


nw is an .obj file that is 2.63mb,
nw2 is a .mtl file that is 615 bytes,
nightwing.jpg is 717kb,
equip.jpg is 189kb,
weapon.jpg is 245kb,
head.jpg is 225kb.


When I don't include the texture files, I can see the model but there are no textures. When I try add the textures (I have looked at the wiki page and it said that it automatically loads them based on the name of the file) I get out of memory yet I don't see these files being that big? I see some crazy stuff that people have created and their graphics are a lot bigger than mine ;o....

Could anyone see the problem that I am experiencing?