It isn't much, and also it's going to be interesting trying to build a vertex array inside of the .addpolygon method. do I have to declare the size of the vertex array beforehand? can I even do it in-line or should I build the each vertex array first as a variable and just have each .addpolygon method reference the made variable. First method would be cleaner.
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"There was a time in the evolution of all things that work, when it didn't"
you would have to give the array a size when its instantiated.
but i think if you use that array eg: arrayvert[x] = addpoly() (orwhatever)
it would thro a nully.
could you iterate through all the polys first to get a count, then use that to give an array size?
This is where my inexperience with java shines through
Not sure if I'm building the VertArrays right. I really hope I can just build the vertArray inside the method itself instead of having to build it outside and reference it inside the method.
If I were to build it on the outside, id either have to (A) hope that by initializing VertArray multiple times with different sizes won't break anything or (:cool.gif: initialize a new array each and every polygon for each object.... what a pain that would be.
its looking pretty well so far.
I have a quick and easy implementation for a java applet.
going to work on how each face of the box is placed. (im not really sure where they are supposed to go)
and once thats done, work on several boxes to make one image. then actually get that to output as a png or something.
:smile.gif:
the syntax of the each value of the VertexArray feels "wrong" like I'm missing something. Wishing I had an example of something that uses TurboModelThingy's addpolygon method as a bit of a guide, but no one seems to be forthcoming.
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"There was a time in the evolution of all things that work, when it didn't"
ModelThingy[0].addPolygon(new PositionTexureVertex[] {
new PositionTexureVertex(-72.6117, -58.157, 75.2341, 0.01, 0.484243),
new PositionTexureVertex(-106.553, -58.157, 41.293, 0.01, 0.262878),
new PositionTexureVertex(-106.553, 69.843, 41.2931, 0.600306, 0.262878),
new PositionTexureVertex(-72.6118, 69.843, 75.2342, 0.600306, 0.484243)
});
might work (not that confident).
I'd have to take a shot at making something with turbomodelthingy.
That seems to make much more sense. I wonder if I have to make a new value in the ModelThingy array for each polygon or if I can just keep adding polygons to the same ModelTurboRenderer.
Quote from pchan3 »
Here is what i have so far, I suck at 3D math, so Im not *exactly* sure what im doing. :tongue.gif:
anyway im not complaining. :tongue.gif:
I can share my crappy code if you want?
If you showed me the code I wouldn't even know what I was looking at >.<.
without some context as to what I'm looking at in that screenshot, I can't tell ya what's going on, but maybe I can help in the 3D math department if I had a specific question, i hope :smile.gif:.
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"There was a time in the evolution of all things that work, when it didn't"
I think i have got it anyway. just need to adjust how decent its drawn. (needs to be pixel perfect i think)
anyway, what you are looking at is each of those square type things on the left is a side for my parachute.
and the lines running down, on the right are its ropey bits.
a part of its missing because i didn't have enough spacing vertically between the boxes. which is why i thought something was wrong.
you should be able to just keep adding polygons to the same thing.
How does one recompile a class to use turbomodelthingy? its throwing me errors when I try to recompile to test, even if I include the turbomodelthingy in the src directory. folks in IRC are being such a help -___-
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"There was a time in the evolution of all things that work, when it didn't"
How does one recompile a class to use turbomodelthingy? its throwing me errors when I try to recompile to test, even if I include the turbomodelthingy in the src directory. folks in IRC are being such a help -___-
I am working on it now. i have to redo my whole MCP setup, so it might take a little bit. and its not going to work straight away. Im sure there will be many code changes.
ah-HAH! Gary tossed me his newly made MCP patch for TurboModelThingy. I got a custom model in game, and it looks fantastic! I had a flipped normals issue, and the typical axis flip issue, but I got it ironed out. Gonna try a more complicated mesh, and then see if the UV Mapping works.
Will post pics in a momemnt.
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"There was a time in the evolution of all things that work, when it didn't"
Is it too much to ask for a pic of the chute? I'm excited to see how useful it's been :smile.gif:.
Here's what I have so far as in output to the .addPolygon stuff.
It isn't much, and also it's going to be interesting trying to build a vertex array inside of the .addpolygon method. do I have to declare the size of the vertex array beforehand? can I even do it in-line or should I build the each vertex array first as a variable and just have each .addpolygon method reference the made variable. First method would be cleaner.
3dsMax to Minecraft Converter
:smile.gif:
but i think if you use that array eg: arrayvert[x] = addpoly() (orwhatever)
it would thro a nully.
could you iterate through all the polys first to get a count, then use that to give an array size?
Not sure if I'm building the VertArrays right. I really hope I can just build the vertArray inside the method itself instead of having to build it outside and reference it inside the method.
If I were to build it on the outside, id either have to (A) hope that by initializing VertArray multiple times with different sizes won't break anything or (:cool.gif: initialize a new array each and every polygon for each object.... what a pain that would be.
Edit: I know I didn't explicitly declare the XYZUV values as float, thats easy, though.
3dsMax to Minecraft Converter
its looking pretty well so far.
I have a quick and easy implementation for a java applet.
going to work on how each face of the box is placed. (im not really sure where they are supposed to go)
and once thats done, work on several boxes to make one image. then actually get that to output as a png or something.
:smile.gif:
3dsMax to Minecraft Converter
I'll carry on with what I've got thus far and go back if corrections need to be made.
Edit: see, I don't know if I can do something like this:
3dsMax to Minecraft Converter
might work (not that confident).
I'd have to take a shot at making something with turbomodelthingy.
Here is what i have so far, I suck at 3D math, so Im not *exactly* sure what im doing. :tongue.gif:
anyway im not complaining. :tongue.gif:
I can share my crappy code if you want?
That seems to make much more sense. I wonder if I have to make a new value in the ModelThingy array for each polygon or if I can just keep adding polygons to the same ModelTurboRenderer.
If you showed me the code I wouldn't even know what I was looking at >.<.
without some context as to what I'm looking at in that screenshot, I can't tell ya what's going on, but maybe I can help in the 3D math department if I had a specific question, i hope :smile.gif:.
3dsMax to Minecraft Converter
anyway, what you are looking at is each of those square type things on the left is a side for my parachute.
and the lines running down, on the right are its ropey bits.
a part of its missing because i didn't have enough spacing vertically between the boxes. which is why i thought something was wrong.
you should be able to just keep adding polygons to the same thing.
Edit: changed the code just a bit.
3dsMax to Minecraft Converter
3dsMax to Minecraft Converter
I am working on it now. i have to redo my whole MCP setup, so it might take a little bit. and its not going to work straight away. Im sure there will be many code changes.
gary's source needed a bit of fixing and this need heaps of modifications :tongue.gif:
heres a screen, ignore the balloon on the left :tongue.gif:.
3dsMax to Minecraft Converter
anyway you got working code, so you don't have to worry about that :tongue.gif:
D:
Will post pics in a momemnt.
3dsMax to Minecraft Converter