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Messages - bennoms

#1
Support / Re: An advanced example
June 25, 2008, 02:21:53 AM
Ok, thanxs again!
B.
#2
Support / Re: An advanced example
June 12, 2008, 07:41:10 PM
Ok!

Thanxs All.
B.
#3
Support / Re: An advanced example
June 12, 2008, 06:58:50 PM
Yes it sure helped!

I was doing:

SimpleStream ss = new SimpleStream("walls.jpg");
          TextureManager.getInstance().addTexture("WALLS.JPG", new Texture(ss.getStream()));

after

Object3D[] objs = Loader.load3DS("C:/Development/feud_demo_test/bin/Campus.3DS", 1.0f );


I thougth I would´t need to Use addTexture(), as in the log showed * that after the Load3DS method, it already adds the texture.

*=
"
Processing new material 01 - Default!
Texture named FLOOR.JPG added to TextureManager!
Processing new material 02 - Default!
Texture named WALLS.JPG added to TextureManager!
Processing object from 3DS-file: Box01
Object 'Box01_jPCT25' created using 12 polygons and 8 vertices.
Processing object from 3DS-file: Box05
Object 'Box05_jPCT26' created using 131 polygons and 67 vertices.
"

But adding the Texture with the same name showed in the log (FLOOR.JPG,WALLS.JPG) before loading de 3DS file worked fine.

Thanxs for the help!

I have a few more questions xD:

1 - If I create a material on 3dStudio Max, like a reflecting metal material, or a water fluid and transparent material, is there any way to load that material on JPCT or I can only load image textures?

1 - Is it possible to load a created "Light" from a 3ds scene? Because I created on the same scene, but It doesn´t load this light. The log shows this object was ignored (not counted).

Thanxs All!
B.
#4
Support / Re: An advanced example
June 11, 2008, 10:52:49 PM
Hi !

I really liked your project feud_demo! But i´m trying to load a *.3DS file created on 3ds Studio Max 9.0 on it, and I can´t find a way to render the scene objects with their texture.
I create the scene on 3ds Studio with materials (checker, bitmaps, gradient and others) and I´d like to render it on like a Level for feud_demo, but all textures get WHITE.

I´m trying something like this:

////////////////////////////////////////

Object3D[] objs = Loader.load3DS("C:/Development/feud_demo_tests/bin/Campus.3DS", 1.0f );

for (int i = 0; i < qtdObjs;i++){
           objTemp = objs;
           //objTemp.calcTextureWrap(); //tried with and without this metod
           world.addObject(objTemp);
        }

////////////////////////////////////////

If I use "Unwrap UVW" on 3ds studio and link a bitmap file, I can call setTexture in the demo (it works), but
- isn´t there a way to load the whole 3DS scene without the needing of create a lot of external bitmaps? Or maybe i´m doing something wrong (probably)!

Because if i have a lot of walls in a complex scene, I´d like to fix the walls textures on 3ds Studio rather than create a UV Map.

- And when I create a light in the 3DS scene, the same isn´t created in the demo!

It would be easier if I knew how the Level.ser was generated, but I don´t.

Oh! I´m new at JPCT programing and 3DStudio design so, i´m sorry about my litle knowledge.

Could you please help me?

Thanxs B.


Quote from: EgonOlsen on May 15, 2007, 08:54:41 PM
I've finally managed to finish documentation of my client-/server-based fps-example. It's for you to enjoy, rip apart, make jokes about ...whatever. Please note that the level and the models are not done by me. Here are the files: http://www.jpct.net/download/feud_demo.zip and here's a webstart demo: http://www.jpct.net/demos/feud/feud.jnlp.

Have fun!