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tomba

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About tomba

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  1. what i am trying to do is create a very realistic phyics demo of a sphere in a map. Which method would anyone recommend for this?
  2. well assuimg the enviroment is something like say half life 2 world maps, how would u partion it? like how do i start from reading the world from obj file? i don't know how to start. i have ideas but they are hard to implement. do i do this when reading the world from a file: create a grid by 8x8 for each faces in file if each vertex in face(j) is in grid[k] grid[k] points to face(j)
  3. well i dont; really have a enviroment with 230,000 faces , i just want to how would u load or work with enviroments so they can be used to collsion detection easily. How would i do grid on enviroments (is it like tiling system in 2D?)? From what i read these are possible ways: BSP Octree 3DDDA Grid Method Is that right or are they all pointing to the same thing?
  4. what do u mean by "create convex boundary boxes"?
  5. Hi, say u have a complex environment(hill and holes) with like 230,000 faces and a sphere. If u are trying to find the collision detection between the environment and sphere , is there a fast way to find which face it will intersect with rather than going through all 230,000 faces to find which one it will intersect with? I know you can use "boundary boxes" but that decreases accuracy with non-linear shapes. How do professional games do collision with their environment? do they do a huge loop and check or is there a better way? Thanks for your time.
  6. Does anyone know how to export bone information from 3d max or Maya so it can be used for programming reason? For example the milkshake 3d ascii export presents the bones information clearly and easily for each frames. Is there any format or plug-ins (for 3d max 8 or maya) that exports bones information? Thanks. EXAMPLE OF BONES EXPORT IN MILKSHAPE: Bones: 20 "root" "" 0 0 4 5 0 -0 0 1 1 0 0 0 1 1 0 -0 0 "rshoulder" "root" 0 2 1 4 0 -0 0 4 etc.
  7. I have images with a RGB(200,248,211) background. I need this to be transparent with everything else showing in opengl. I am using glDrawPixels for a good reason which is hard to explain :). All i need to know is how can i remove that color from the picture so it will be transparent when rendered. I was always using TGA and using textures so i didn't have this problem . Thanks for any help.
  8. these numbers are from the final fantasy 7 model file (cloud's) i tried matrix (4.984537,0,0) with (77.34375,-324.84375,351.5625) (X,Y,Z) and only rotation y-z-x got me the right numbers., but wrong sign and order : (4.03117298,-0.731383479,-2.839072333) while the right one is (-0.731382,4.031174,2.839072). Even mutiplying it by -1 is not right.
  9. suppose that i have a bone length of 4.984537. It's rotations are (77.34375,-324.84375, 351.5625) in (X,Y,Z) . How am i suppose to convert this into it's components? i know the compoents are (-0.731382,4.031174,2.839072). I don't know how to get this. i used the rotation matrix in http://en.wikipedia.org/wiki/Rotation_matrix and got the numbers but wrong sign and wrong order. so i think it;s the way i did the matrix, but i tried all combinations. can anyone show me how to get this? thanks for any help
  10. From what i know, a bind pose matrix is a multiplication of the translation and rotation at each joint. How does these matrix acutally look like? like the elements...If i wanted to define a joints at [0,0,0] and [1,0,0] . How would the translation matrix (joint matrix) look for these?
  11. I have a question about the basic of Bone Skeletal/Skinning. If i have two objects separate, i know i can use bone sketal to combine the two objects (like two parts of a leg). Say i have two cylinders and 3 joins and two bones. This would basically make a simple leg movement. How would i join the two cylinder together so that even when they move, they are stuck together always at a joint? (like deform) I looked at lot of articles in the internet; they talk about some weighting method on each joint which i don't understand. Can someone tell me how this works and provide a pseudo code for it? If i loaded a model into say vertex[][3](x,y,z) , normal[][3], faces[][3] (assume triangle) How would I do this? Is there any good tutorials/books that explain this from the VERY bottom up? P.S I am using OpenGL, c++.
  12. tomba

    lighting in opengl

    thanks a lot everybody. I am really learning from a book. But i get curious and go out of the book. I think they cover this later on. So i'll read the whole book before asking anymore questions. :)
  13. i have a problem with lighting in opengl. I made two spheres which renders correctly. One was an import from Maya and other was the built in gluSphere() function. When i enable lighting the gluSphere renders the correct lighting. The imported sphere gives wrong lighting. Is there something i have to enable or disable? Does gluSphere render by doing something different? THe lighting does in circle around the sphere. The gluSphere has lighting shinning only on surface where the light position is. The imported sphere goes from bright to dark (right color, wrong surfaces) for the entire sphere. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT2); glLightfv(GL_LIGHT2, GL_AMBIENT, greenLightColor); glLightfv(GL_LIGHT2, GL_DIFFUSE, greenLightColor); glLightfv(GL_LIGHT2, GL_SPECULAR, greenLightColor); m_pSphere = gluNewQuadric(); GLfloat flashLightPos[] = {0, sin(theta/360), cos(theta/360), 1.0 }; glLightfv(GL_LIGHT2, GL_POSITION, flashLightPos); theta +=1 % 360; gluLookAt(4,4, 4, 0,0,0, 1, 0, 0); glPushMatrix(); glTranslatef(2,0,0); gluSphere(m_pSphere,0.5f,20,20); glPopMatrix(); //Rendering from Maya: for (int i=0;i<totalF;i++) { glBegin(GL_QUADS); for (int j=0; j<faceSize;j++) { glVertex3f(vertex[faces[j]-1][0],vertex[faces[j]-1][1],vertex[faces[j]-1][2]); } glEnd();
  14. i can load and render a 32bit , uncompressed tga file in OpenGL. i want to create a fade in and out effect by controling the transpareny level. i am working on a 2d project, so just sprite transparency effect is needed. how would i do this?
  15. is it possible to put certain elements in an array to point to ONE pointer? for example, u have int *a; int b[30]; for i=1 to 30 if (i /5) = 0 then point b to a; then if i change *a = 5 then all elements i specified in the array should also be 5
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