Shawn, I have been working on a project where we take a human mesh from
poser, export it to 3ds format, then I had to make some minor changes and
export it in VRML, due to the lack of a different (good) loader.  While we
are not likely to change anything right now, it will be good to have the
tools for the future.  Can you tell me where I can find John White's 3ds
loader, please?  Also, before I start working with it, could you, please,
tell me if the loader keeps the (material/non-texture) color attributes of
the mesh?  The current VRML loader we are using does, but loaders for other
formats that we tried in the past had problems with that.  (by mesh, of
course, I'm refering to the solid 3d object made by a collection of
vertices, edges, and polygons).
Thank you,
Paraskevas

> David wrote:
>
> > Shawn:
> >
> >
> >
> > The detail texture is the same across rocks and grass.  The main
> > texture is generated by blending 2 or more textures at each texel
> > based on certain criteria.  The most common criteria I use is to blend
> > each texel based on the texel normal in relation to a normal
> > perpendicular to the x,z plane.  Thus, the slope of the terrain at
> > that texel.
> >
> >
> >
> > The detail texture is indeed a very real problem for transitions from
> > one type of terrain to another, where the detail texture makes no
> > sense.  An example of this might be a transition from rock to snow, or
> > from sand to water.  I am pretty sure the only way to solve this is to
> > overlap the polygons and for the "top" texture set the texture alphas
> > at the texel level to maintain a smooth non-linear transition.
> > Thankfully this should only be needed in a smaller number of cases.
> >
> >
> >
> > The model for the man was converted by the tool called "3d
> > Exploration" into 3ds format from a halflife model, then loaded into
> > java3d using John White's 3ds loader.  We have not even begun work on
> > animations yet because it is more important to get the world to a
> > point where our non- technical types can work on balance, gameplay and
> > world building.  As funny as it sounds, animation is eye candy, albiet
> > some of the most important.
> >
> >
> >
> > The overlay is in a JWindow, but all the graphics for chat history,
> > etc is painted using a graphics context, so when I am ready to try
> > video textures again I will build the textures using the same code.
> > In my mind the chat box needs to be translucent because it takes up so
> > much real estate.
> >
> >
> >
> > Dave Yazel
> >
> > Cosm Development Team
> >
> >     ----- Original Message -----
> >
> >     From:Shawn Kendall <mailto:[EMAIL PROTECTED]>
> >
> >     To:[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>
> >
> >     Sent: Wednesday, November 22, 2000 4:54 PM
> >
> >     Subject: Re: [JAVA3D] Multi-texture question
> >
> >
> >     Hi David,
> >        Great looking snapshot! I have two questions for ya.
> >     1)  Is the detail texture on the rocks and the ground the same? It
> >     looks like it but not quite sure - didn't see any seams though so
> >     it must be....
> >     2)  Is the "main" texture is a procedure generate full color image
> >     that is mapped perfectly to the terrain?
> >
> >     If these are true, right now you can't get any detail pattern
> >     changes across different types of surfaces (i.e. rock or grass).
> >     Is that correct?  It think this is the trade we have to make to
> >     get continuous looking textured surfaces...
> >
> >     Also, the character is looks great, what format?
> >     Also, your overlays... are they running good, if so, which J3D
> >     version?
> >
> >     Looking good!!  (I think you need some particles :-) )
> >
> >     David wrote:
> >
> >>     I got multi-texture working.  Looks like using the methods to set
> >>     a single vertex are not working with multiple sets.  I just
> >>     changed it to build the array of floats then set them all at
> >>     once.  That worked perfectly.  I have it working in OpenGL on a
> >>     NVidia TNT ultra card using j3d 1.2.1 beta
> >>
> >>
> >>
> >>     Here is a picture of it in action.  The terrain textures are
> >>     procedural generated blending based on slope of each texel.  Note
> >>     how the grass gives way to rock.
> >>
> >>
> >>
> >>     Dave Yazel
> >>
> >>     Cosm Development team
> >>
> >>
> >>
> >>
> >>
> >>         ----- Original Message -----
> >>
> >>         From:Shawn Kendall <mailto:[EMAIL PROTECTED]>
> >>
> >>         To:[EMAIL PROTECTED]
> >>         <mailto:[EMAIL PROTECTED]>
> >>
> >>         Sent: Wednesday, November 22, 2000 2:33 PM
> >>
> >>         Subject: Re: [JAVA3D] Multi-texture question
> >>
> >>
> >>         I have worked with multi-texture quite a bit now and I have
> >>         run into many, many problems.  However, all but one were in
> >>         our code.  It's just gets confusing very quick!
> >>
> >>         I'd like to see the entire exception dump.  Check like crazy
> >>         (as if you didn't!) and if it won't come clean.  If not,
> >>         "whip" up some test code.  The Java3D team has been
> >>         outstanding lately in running and checking test apps.
> >>
> >>         David wrote:
> >>
> >>>         I am getting a null pointer exception when I try to set a
> texture coordinate
> >>>         for unit state 0.  When I created the triangle strip array I
> asked for two
> >>>         texture sets like this:
> >>>
> >>>           public TriangleStripArray getGeometryDefinition( int
> vertexPoints, int
> >>>         perStrip[] ) {
> >>>
> >>>               Log.log.println(LogType.EXHAUSTIVE,"Creating
> multitexture geometry");
> >>>               int texMapping[] = {0,1,1};
> >>>
> >>>           return new TriangleStripArray(vertexPoints,
> >>>            GeometryArray.COORDINATES |
> >>>            GeometryArray.NORMALS |
> >>>            GeometryArray.TEXTURE_COORDINATE_2 |
> >>>            GeometryArray.COLOR_3,
> >>>                  2,
> >>>                  texMapping,
> >>>                  perStrip);
> >>>
> >>>            }
> >>>
> >>>
> >>>         Later I try to set the texture coordinates for a single
> vertex like this:
> >>>
> >>>               triangles.setTextureCoordinate(0,vertex,new
> TexCoord2f(texX,texZ));
> >>>               triangles.setTextureCoordinate(1,vert!
> >>>         ex,new
> >>>         TexCoord2f(texX/densi!
> >>>         ty,texZ/density));
> >>>
> >>>         In the only example of this I could find, they were
> calculating an array of
> >>>         floats and just setting the entire unit state texture coords
> like this:
> >>>
> >>>         // specify texture coordinates for texture coordinate set 0
> >>>
> >>>>                 geo.setTextureCoordinates(0, 0, texCoordSet0);
> >>>>
> >>>>                 // specify texture coordinates for texture
> coordinate set 1
> >>>>                 geo.setTextureCoordinates(1, 0, texCoordSet1);
> >>>
> >>>
> >>>
> >>>         Am I missing something?  I am trying to multi texture a
> detail texture over
> >>>         another texture.
> >>>
> >>>         Dave Yazel
> >>>         Cosm Development Team
> >>>
> >>>
>
===========================================================================
> >>>         To unsubscribe, send email to [EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]> and include in the body
> >>>         of the message "signoff JAVA3D-INTEREST".  Fo!
> >>>         r general help, send email to
> >>>         [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]> and
> include in the body of the message "help".
> >>>
> >>>
> >>
> >>         --
> >>         ___________________________________________________________
> >>
> >>         Shawn Kendall               Full Sail Real World Education
> >>         Course Director             3300 University BLVD
> >>         Real Time 3D for Gaming     Winter Park FL 32792
> >>         [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
> http://www.fullsail.com
> >>         ___________________________________________________________
> >>
> >>
>
===========================================================================
> >>         To unsubscribe, send email to [EMAIL PROTECTED]
> >>         <mailto:[EMAIL PROTECTED]> and include in the body of the
> >>         message "signoff JAVA3D-INTEREST". For general help, send
> >>         email to [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
> >>         and include in the body of the message "help".
> >>
> >>
> >>
> ------------------------------------------------------------------------
> >>
> >>     <cid:[EMAIL PROTECTED]>
> >>
> >>     cosm26.jpg
> >>
> >>     Content-Type:
> >>
> >>     image/jpeg
> >>     Content-Encoding:
> >>
> >>     base64
> >>
> >>
> >
> >     --
> >     ___________________________________________________________
> >
> >     Shawn Kendall               Full Sail Real World Education
> >     Course Director             3300 University BLVD
> >     Real Time 3D for Gaming     Winter Park FL 32792
> >     [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
> http://www.fullsail.com
> >     ___________________________________________________________
> >
>
> --
> ___________________________________________________________
>
> Shawn Kendall               Full Sail Real World Education
> Course Director             3300 University BLVD
> Real Time 3D for Gaming     Winter Park FL 32792
> [EMAIL PROTECTED]       http://www.fullsail.com
> ___________________________________________________________
>
>


__________________________________________________
Do You Yahoo!?
Yahoo! Shopping - Thousands of Stores. Millions of Products.
http://shopping.yahoo.com/

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to