Sega Saturn Development > General Jo Engine Help

Couple beginner questions on rotation around origin and model conversion

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SkimmingSanshiro:
So I have very little experience developing games mostly in Unity and Lua by modifying demos to make a new game. Always wanted to develop for the Saturn since a kid but having a few issues with my demo so far in Jo engine.

I'm using the Advanced 3D sample as my base and so far Ive implemented in it my Player and Level 3D models I converted from .dae and also have the Player control a bit worked out and some movement in the level scenery.

One thing that's driving me a bit crazy is when I display my 3D models in game and rotate thier matrix, they spin off their origin making it almost impossible to place where I want or rotate my player correctly. Also when I display objects in game they are upside down and seems x,y,z are inverted but maybe that's how its supposed to be. Ive looked all the samples and ones posted here, but I just cant grasp what I'm doing wrong.

I have a 3D ocean wave and I'm trying to use a screendoored plane over the top to give the effect of water surface and also eventually another solid plane for the beach. But for the life of me cannot get the plane to be where I want flat above the 3D ocean wave model with he origin being off no matter what x,y,z rotation or position.
The other problem is when I'm trying to convert my sonic jam player model with textures with the map tool it say 214 textured polygons is too much for the Saturn and wont convert even decimated to 140polygons. The dae model has 1 TGA texture


Edit: Well most of this was a brianfart objects are rotating are their correct origin. My ocean wave model in blender when exported was off origin maybe why I cant line it up very well with the dithered plane, it also has bad geometry maybe why the dithered plane doesn't cover evenly.
 Really enjoy using this application time to buy a Saturn again and Pseudo cart. Here is my screen so far of a skimboard/surfing type game.
http://i.magaimg.net/img/2szm.jpg

XL2:
Have you tried this?
https://github.com/polygon-studio/Blender-to-Saturn-Model-Exporter

It has some issues with duplicated textures, but it should do what you need.
You can also try my FPS demo's map converter (old old version when I was just starting to learn to code) and play a bit with it to output your player's model.
It imports the textures too, so you would just need to play a bit with the export format to do what you need.

I will share my new FPS demo and map converter in a few weeks, you could also use that, but sadly it's not fully ready yet.

ponut64:
A tip from me -

Yabause is good for hardware debugging, but it is a rather innacurate emulator. Use SSF :)

SkimmingSanshiro:
Looking forward to the new tools. That Blender add on looks perfect but unfortunately when I try to install it  auto and manually putting the folder in addons but it doesn't show up and in the console window to see whats wrong  I get "fake_module: addon missing 'bl_info' gives bad performance!: "  in latest blender and 2.66 even reinstalled. Also I couldn't find a bat to build in your FPS map convertor how do I make it?

One more thing is there a download for that 3D mesh/texture mapping example he has on the github? I noticed Jo convertor can convert my .obj with textures but not dae. But in the .h file I don't see how to call them like the one time I got a .dae to convert. The only difference in their .h file is "MESHon" is "MESHoff" so don't see how that works to implement. When I sucessfully converted a .Dae is gave me instructions on loading the textures but I couldn't get it to even load in game and now jo convertor says file no supported when trying no matter a 32x32 TGA/PNG. That link led me to his SGL  guide but still a bit lost http://www.rockin-b.de/saturn/saturngametutorial/SaturnGameTutorial.htm. I know the saturn has to display a entire texture on every face so bit confused how I use my tga texture from the blender model in jo.

On a positive I got the plane I wanted in place finally and with Screendoors and transparency at the same time with a little movement doesn't make for a bad ocean effect.
 





 

XL2:
For the collision tool/map converter, you can just open de cbp file in Code::Blocks and compile from there.

For the Blender tool, I haven't tried it yet, but I will soon, I'll let you know if it works for me.

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