Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
Jo Map Editor / Re: Trouble with 3D Objects
« Last post by sbf2009 on January 16, 2019, 01:54:18 am »
I've attached the blender, wavefront, and collada files in case that helps explain my problem.
22
Jo Map Editor / Trouble with 3D Objects
« Last post by sbf2009 on January 16, 2019, 01:48:51 am »
I have been attempting to use the Jo Map Editor to convert basic 3D objects into the appropriate header files and drawing them in Jo Engine.

The model is a basic 3d cube using a single image texture. I've exported the model as both a Collada (.dae) and Wavefront (.obj) file.

Importing the .dae and attempting to draw it results in nothing being shown on screen, but the coordinates appear to be massive. They don't change no matter what size I make the cube in blender.

Code: [Select]
static POINT    PointCube[] =
{
{3276800, 3276800, -3276800},
{3276800, -3276800, -3276800},
{-3276800, -3276799, -3276800},
{-3276799, 3276800, -3276800},
{3276800, 3276798, 3276800},
{3276798, -3276803, 3276800},
{-3276800, -3276799, 3276800},
{-3276800, 3276800, 3276800},
};

The .obj fair even worse. Attempts at importing these files simply crash my game before anything can display.

Is there a guide or pipeline I can use for guidance on how to get my 3D models into Jo Engine?
23
General Jo Engine Help / Re: Help With SGL: Back-Face Culling and Camera Clipping
« Last post by sbf2009 on January 16, 2019, 01:35:21 am »
The model is a simple cube in blender of default size 1.

I have been attempting to export it as a Wavefront (.obj) file. Using the Jo Map Editor,  I export it as a header. Simply including the header crashes my game to the point where even the printf statements don't appear. I think at this point, it'd be more appropriate to move over to the Jo Map Editor forum and pose my questions there, and return to the topic of backface culling later.

Thanks for the help.
24
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« Last post by mindslight on January 15, 2019, 05:51:13 pm »
If it works, I will update the JoCueMaker to handle BIN file :)
25
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« Last post by Miracoli on January 15, 2019, 03:32:27 pm »
I know this topic is a little older, but i just wanted to share a way I managed to get it to work with yabause.

1. Let make build the iso and cue like before
2. Convert the audio to binary format with:
Quote
ffmpeg -i track1.wav -f s16le -ar 44100 -acodec pcm_s16le - >> track1.bin
(repeat for every track. works as well for flac and mp3, just replace the filename)

3. In sl_coff.cue replace
Quote
FILE "track1.wav" WAVE
with
Quote
FILE "track1.bin" BINARY
for every track.

4. Use binmerge python script from https://github.com/putnam/binmerge to merge everything to a new .bin and .cue file
Quote
python3 binmerge sl_coff.cue new

It would be nice if anyone could confirm it works for him as well.
26
Jo Engine Wish List / Re: Skewing Sprites
« Last post by SuperReye on January 15, 2019, 03:06:56 pm »
You could draw a solid color transparent quad, since you can deform it how you need
27
Jo Engine Wish List / Re: Collectables demo
« Last post by sbf2009 on January 15, 2019, 02:58:05 pm »
It sounds like more of a logic problem than an engine problem. You want to keep track of a collectible using some sort of static integer, then increment it or track it per level whenever the player sprite collides with the collectible sprite, then destroy the collectible sprite. If you want to track it on an individual basis, you'll want to track each collectible in an array of bools.

Since this isn't a Jo Engine specific problem, any tutorial on 2d game design featuring collectible objects should do, just adjust the rendering portion for Jo Engine.
28
Jo Map Editor / Re: Jo Map Editor 6.1 available
« Last post by Miracoli on January 15, 2019, 02:55:38 pm »
Thanks!
29
Jo Engine Wish List / Re: Collectables demo
« Last post by mindslight on January 15, 2019, 01:11:04 pm »
Sorry, I don't understand
30
Jo Engine Wish List / Re: Skewing Sprites
« Last post by mindslight on January 15, 2019, 01:10:33 pm »
Sadly, it will be too many CPU intensive for a Sega Saturn.

Pages: 1 2 [3] 4 5 ... 10
SMF spam blocked by CleanTalk