Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - nlotz

#1
Projects / Re: Quake III (player) model support for jPCT
November 05, 2010, 08:21:49 PM
Quote from: AGP on November 05, 2010, 07:01:28 PMI thought MD3s only handled skeletal animation, is there vertex-based animation or did you write your own bones?
MD3 models are keyframe animated. The loader reads the model's keyframes into a standard jPCT Animation. MD3 models contain tags for attaching other models, but no bone definitions.

Quote from: AGP on November 05, 2010, 07:01:28 PMAnd Egon, any chance you could incorporate this into the Loader class using jPCT "grammar?"
That's something I had in mind when choosing the MIT license. Once the project is mature enough, you can simply copy & paste the sources and add a method to the jPCT model loader.
#2
Support / Re: Two questions regarding TextureInfo
October 07, 2010, 10:04:47 PM
That was fast, thanks. I really need to look at how transparency and blending work in jPCT...
#3
Support / Two questions regarding TextureInfo
October 07, 2010, 09:38:56 PM
Is there a way to set the glBlendFunc when using blending with TextureInfo? Something like:

texInfo.addWithBlendFunc(texId, GL11.GL_SRC_ALPHA, GL11.GL_ONE);

Also I'd like to know if there is a way to modify the texture coordinates of a mesh for each stage of multi texture rendering.

Thanks in advance and a huge thanks for jPCT!
#4
Feedback / Re: WebP new image type
October 06, 2010, 11:39:54 AM
Quote from: zammbi on October 02, 2010, 05:20:55 AMSeems they got a better compression rate (40% or so better) with the same quality.

http://x264dev.multimedia.cx/archives/541
#5
Projects / Re: Quake III (player) model support for jPCT
September 16, 2010, 08:04:08 PM
Quote from: zammbi on September 16, 2010, 04:47:33 PMHow much you going to support?
As much as possible, but I'm afraid my time is limited. Anyone interested in lending a hand?

Quote from: zammbi on September 16, 2010, 04:47:33 PMIs the loader just as easy to use like the default ones?
There's an example for loading a player model in the wiki. I'll have a look at how the jPCT default loaders work.

Quote from: zammbi on September 16, 2010, 04:47:33 PMThere isn't any legal issues using this model format? Aka used in commercial software?
Using the model format should be okay. It's fairly documented, the Quake III source code is GPLed and there are quite a few 3d-modeling-plugins that support .md3-files, as well. Using models from the game won't be okay, of course. I asked the author of the demo model for permission prior to using it in my project.
#6
Ich habe ein kleines Projekt gestartet, das das Laden von Quake III (Spieler-)Modellen in jPCT ermöglichen soll:

http://code.google.com/p/q3m4jpct

Schon vorhanden:

  • Modellgeometrie
  • Animation (Keyframes)

Was noch fehlt:

  • Shader für die Oberflächen
  • der ganze Rest

Für Fragen oder Anregungen stehe ich gern zur Verfügung. Desweiteren ist jeder dazu eingeladen am Projekt mitzuarbeiten...
#7
Projects / Quake III (player) model support for jPCT
September 16, 2010, 12:59:56 PM
I started a small project that is supposed to add support for loading animated Quake III (player) models to jPCT:

http://code.google.com/p/q3m4jpct

What I got so far:

  • model geometry
  • keyframe animation

What is missing:

  • sophisticated surface shaders
  • everything else

If you have any questions or want to help out with the project just let me know...