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3 Dimensional Chat / JTEdit 0.18 released - free 3D modeler/skinner/animator

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JAT
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Posted: 18th Sep 2003 22:44 Edited at: 18th Sep 2003 23:18
While working on the tutorials, I found a significant regression bug related to scaling and texture mapping, so I've put up a quick release to fix that, plus a couple of crash-bug fixes. I'm sorry if I still haven't fixed your favorite bug yet. JTEdit is still pre-1.0 release, but steadly improving.

Download it for free from:
http://www.jtgame.com/jtedit

Go to the Download page to get the installer download link.

In this release, I've also split the First Use tutorial into four parts (parts 3 & 4 still need some work), giving you a layered approach to getting your feet wet with JTGame.

-John

John Thompson
http://www.jtgame.com/jtedit
JeroenNL
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Posted: 18th Sep 2003 23:19
Good work John, keep it up!

(just encouraging a fellow 3d-editor developer )

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
JAT
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Posted: 19th Sep 2003 00:51
Thanks! Same to you!

-John

John Thompson
http://www.jtgame.com/jtedit
Preston C
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Posted: 19th Sep 2003 00:55
Hey, could you post a link to a tutorial that can teach me how to animate my .3ds and .x models in JTEdit? I cant find any (must not be looking hard enough)


Dark Basic Pro has arived! I can feel the power!
JAT
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Posted: 19th Sep 2003 04:14 Edited at: 19th Sep 2003 04:32
Remember that the .3ds format doesn't support skinned mesh models, only segmented frame models, so the Framed Finger (http://www.jtgame.com/jtedit/help/jtedittutorialframedfinger.html) should do it for .3ds format and DB segmented frame .x files.

For the skinned mesh .x format supported by DBPro, the First Use - Part 2 (http://www.jtgame.com/jtedit/help/jtedittutorialfirstuse2.html) should be sufficient, but I'd recommend carefully reading all four parts. I'd recommend not using .3ds format, and stick to the skinned mesh format with DBPro. You may need to enable the skinned mesh templates in the Save File options when you save your model. I don't know if DBPro needs them or not.

There may also be an issue with animation speed being too slow. I don't know if you can control this or not in DBPro. Let me know how it works. In the next release I'm going to give you an option for specifying the animation frame rate that is assumed.

See the User's Guide Modeling page (http://www.jtgame.com/jtedit/help/jteditugmodeling.html) for a basic description of both types of modeling, segmented frame and skinned mesh.

-John

John Thompson
http://www.jtgame.com/jtedit
JAT
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Posted: 19th Sep 2003 21:58
I refreshed the release again to 0.19. The issue of animation frame rate was bothering me, so I made it so you can specify it in the DirectX Save and Open options dialog via the Options button the Open and Save file dialogs. I set the default to 25, which seems to be the defacto standard (maybe because that's the default I set in the MilkShape and CharacterFX exporters).

Basically what is going on is that the DirectX format uses integer numbers to give the relative time value for keyframes in the animation data. The format doesn't actually specify how these values map to real time values, but most of the DirectX sample .x files seemed to use about 24 or 25 frames per second. However, the one skinned mesh sample in a later DirectX version, 7, I think, the frame frame was about 4800 allowing for higher resolution. Therefore, I defaulted JTEdit to select the resolution base on whether it use the old segmented frame format or the new skinned mesh format, plus some smarts to automatically select one based on the animation length. However, it seems that the defacto standard is 25, so I've now made that the default across the board for JTEdit, but let you set it when loading or saving a file. The value goes into the configuration file, so you should only need to set it once if you need to change it.

Any comments or questions?

-John

John Thompson
http://www.jtgame.com/jtedit
Shadow Robert
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Posted: 20th Sep 2003 06:46
seems good sofar John, wish i had the time to really check this out.
but the new interface seems better than before and alot of the annoying bugs that were there seem gone. pretty stable and working nicely, especially like that maya style camera controls

JAT
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Posted: 22nd Sep 2003 22:24
Raven,

Thanks for the feedback. I'm glad the perceived stability is improving. It's been a long haul that continues.

All,

I've refreshed the release yet again. I forgot to bump the version number in JTEdit itself, and I fixed a crashing bug with deleting joints from the Add Joints and Assign Joints tool parameter palettes.

-John

John Thompson
http://www.jtgame.com/jtedit
Darclyte
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Posted: 24th Sep 2003 01:02
I've tried downloading it, but I get v0.15?

Strings are PChars ??????? What a World
JAT
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Posted: 24th Sep 2003 01:49
It may be that you had an older version and didn't uninstall it first. The installer seems not to work very well installing over older versions, and I don't yet know what to do about it other than to tell people to uninstall first, or find a better installer maker (I'm using Microsoft's Visual Studio Installer program). Sorry for the hassle.

John Thompson
http://www.jtgame.com/jtedit
JAT
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Posted: 24th Sep 2003 22:04
I refreshed the release yet again, 0.20 now. A kind user pointed out a crash when switching between the wide and compact versions of the main toolbar, a nasty regression.

John Thompson
http://www.jtgame.com/jtedit
Shadow Robert
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Posted: 25th Sep 2003 09:04
don't ya just wish sometimes C++ had insecticide builtin

JeroenNL
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Posted: 25th Sep 2003 13:04
No need for insecticide... I use Delphi!

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
JAT
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Posted: 25th Sep 2003 21:41
(Well, I'm occasionally known for doing things the hard way

JTEdit is structured such that it is based on a generic object model that allows for polymorphic streaming of whole object hierarchies, which is a key factor allowing me to base JTEdit on my JTGame engine framework and thus interact at runtime with the engine and custom-defined C++ classes representing game characters and objects, allowing for in game editing of content and object parameters, not to mention doing plug-ins and undo/redo and other state information saved across sessions too. Plus I'm incorporating much of the underlying editing functionality in the engine itself in a generic manner. This all makes for a much more complicated system, which unfortunately means it's also much more difficult to develop and get right. I also still happen to believe that pedal-to-the-metal C++ is still the best way to get the performance, flexibility, and scalability I want. However, if it weren't for this near-impossible vision I have, I certainly could do a basic editor in a simpler manner, such as in using a high-level language like Delphi.

(Pardon me while few more burned-out brain cells flake off to the floor...)

-John

John Thompson
http://www.jtgame.com/jtedit
JeroenNL
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Posted: 26th Sep 2003 00:28
If you want performance, flexibility and scalability, use either C++ or Delphi. Either one can be used to achieve your goals.

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
JAT
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Posted: 26th Sep 2003 02:27
You're right. I thought Delphi was yet another specialized language, not realizing it was Borland's Turbo Pascal successor. Man, it's hard to keep up.

John Thompson
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JeroenNL
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Posted: 26th Sep 2003 12:35
It sure is!

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
Xander
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Posted: 26th Sep 2003 21:00
I downloaded JT Edit because I was looking for a good 3D Modeler with better .3ds and .x export features. I installed it and it runs fine. It looks pretty nice. Good Job.

However, when I try to save a .3ds file it just quits. No error message the first time, and I don't remember the message I got the second time. I will try it again and tell you later.

It is really cool that you can make a 3D Modeler. Good Job John. Hope I can get it to work.

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
JAT
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Posted: 27th Sep 2003 01:47
Send me the file if you can (save it in .x or .jtm format), and I should be able to fix it. A quick test of my own seemed to work, so maybe it's specific to a model.

Remember also that the .3ds format doesn't support skinned mesh models. It's only good for segmented frame models (i.e. DB .x files). Your best bet for DBPro use is the .x format. It shouldn't ever crash, though. That's a bug I want to fix.

John Thompson
http://www.jtgame.com/jtedit
Xander
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Posted: 27th Sep 2003 06:45
Okay, I will send you the model.

However, I have a couple questions. If it doesn't support skinned mesh models in the .3ds format, what happens when I import my skinned .3ds file into it? That is what I did, then I edited it and exported it, only to find it crash. Do you think I could import it as a skinned .3ds file and export it as a skinned .x file? I would try it, but I am on the wrong computer at the moment...

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
JAT
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Posted: 30th Sep 2003 00:24
I meant that the .3ds format itself doesn't support skinned mesh models. It's an old format developed before skinned meshes were generally used in 3D systems. Basically it supports separate meshes with individual transformation information. So when you load a .3ds files in any engine or modeler, you get it as a segmented model.

If you export a skinned mesh model as .3ds in JTEdit, you will output a mesh, but there will be no bone information, and hence, nothing to animate. The model will look the same, but if you load it back in and turn on the joint and bones display, there will only be a root joint, as the joint information had to be discarded, for want of a reasonable means to represent it in the format.

Thus the .3ds format is usable for transfering meshes and segmented models, but not for much else. And it's not even very good for that, because it actually doesn't explicitly support vertex normals, and thus a loader always has to provide them, and they may not be what was originally intended. Older models I've loaded also seem to often have problems with face vertex winding being inconsisent, such that it appears that faces are invisible or facing the wrong direction, as if 3D Studio didn't care about triangle winding direction.

I mainly added .3ds support because there are lots of models available for importing, and it is probably the most common format for sharing files between different tools. If it were up to me, however, I would chuck it, and adopt a cleaner standard that can represent all the model information.

-John

John Thompson
http://www.jtgame.com/jtedit
actarus
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Posted: 30th Sep 2003 16:20
Are you planning on adding any rendering capabilities?

Everyobdy wants to be loved,But no one loves everybody...

HEY!!! I'm the one who had 'Cyberspace' in his location on the older black forums,shame on you Rich j/k
JAT
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Posted: 30th Sep 2003 22:09
I've never really thought to add the kind of rendering capability where you are rendering a 3D art scene, where you have the fancy lighing with radiosity and so forth, but I do plan to let you write the current view to a bitmap file, i.e. do File->Save As..., select a bitmap file type, and hit Save, and you get a bitmap image of the current view. When I get farther along and have more world creation features, such that you can set up custom lights, it will be somewhat of a static scene rendering mechanism, albeit not as high quality as a radiosity renderer. Of course it won't do for rendering a movie scene with animation.

How important would you consider having movie/animation rendering? It's something I could add to my wish list. What's the most common format?

-John

John Thompson
http://www.jtgame.com/jtedit
Xander
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Posted: 1st Oct 2003 06:12
All right. I will discontinue my use of .3ds files. That should solve a lot of my problems

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
NinjaNL
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Posted: 14th Oct 2003 23:59
Has anyone else used Jtedit to look at the Alien file for the competition?

I loaded the two formats.

The Alien.X format presents the mesh correctly (i.e. in the free - perspective view the alien is standing on the ground looking at the viewer), and there are no animations.

Loading the .3ds version produces a free - perspective view looking down on the alien's head, looking down at the bottom of the screen. The other views are also incorrect. The animations are there, but playing the animations produces hilarious results - the Aliens head is apparently hollow and his arms swivel backwards on his shoulders.

Is this a failing in JTEdit? or the file formats?

Has anyone used this program for animation?
JAT
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Posted: 15th Oct 2003 01:41 Edited at: 15th Oct 2003 01:41
Where are these Alien.x and Alien.3ds files?

Regarding the .3ds model not being oriented correctly, in the Open dialog, press the Options button, and set the "Swap Y and Z" option. The natural orientation for .3ds models seems to be this way. This is a "sticky" option, so you should only need to set it once.

If you can point me to the Alien.x file, I should be able to see pretty easily if something is wrong with the animation.

Regarding the animation in the .3ds files, this is harder, as the format has different ways of representing animation, and I only put in support for the form used in the DarkMatter models. Very few modelers even attempt to support animation in .3ds, so I had feww examples. If I can get the model, maybe I can make JTEdit understand it, but I think putting much more time into supporting a format that doesn't support mesh deformation would be a waste of time.

-John

John Thompson
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Simple
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Posted: 15th Oct 2003 02:07
Here ya go John >>

http://www.thegamecreators.com/?gf=newsletter_issue_8

I have a little bug report for you too will send it once I've typed it up

indi
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Posted: 15th Oct 2003 04:31
Ill make this sticky for you john, Its an ongoing project that deserves more awareness than it gets.

JAT
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Posted: 15th Oct 2003 05:40
Indi - Thanks!

Simple - Thanks!

Ninja - Yeah it appears I have a problem with the math in the rotation animation code. However, my doctor says I still can't touch that code for a little while yet, as writing it damaged me emotionally, and I've not fully recovered yet. I'll add it to my bug list, though, and get to it in a bit. For now, can you use .x? It's better anyway.

With the Alien.x file, I have a problem getting an empty animation if I loaded the file as a second document with the .3ds file still loaded. If you close the .3ds document before loading the .x file, it works. Subtle bug! I'll fix this for the next release. Is this the problem you were having, that it had an animation you could open, but it had no keyframes?

-John

John Thompson
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NinjaNL
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Posted: 15th Oct 2003 18:13
Quote: "Where are these Alien.x and Alien.3ds files?"


I see that there is a link for you above, but I had already sent them via email, so that you could try to see what I meant as quickly as possible.


Quote: "Regarding the .3ds model not being oriented correctly, in the Open dialog, press the Options button, and set the "Swap Y and Z" option. The natural orientation for .3ds models seems to be this way. This is a "sticky" option, so you should only need to set it once."


This worked for reading the model in, so that he stands correctly, giving me the beady eye, however animating still makes his arms disappear inside his head - a nice party trick, he probably doesn't have to do much to get the girls attention.

Quote: "Regarding the animation in the .3ds files, this is harder, as the format has different ways of representing animation, and I only put in support for the form used in the DarkMatter models. Very few modelers even attempt to support animation in .3ds, so I had feww examples. If I can get the model, maybe I can make JTEdit understand it, but I think putting much more time into supporting a format that doesn't support mesh deformation would be a waste of time."


I can understand this, so my next question is what was used to make these files? Nothing you can do about it, that I understand, but given that there seems to be growing support for your program here on the forums (and therefore by extension by The GameMakers themselves) it would have been nice to get right into the animating of the model without having to face these subtle setbacks. Do I have to find a friend with a copy of 3dMax or soemthing? Is this the only defacto program with which to animate the 3ds format?


Quote: "Ninja - Yeah it appears I have a problem with the math in the rotation animation code. However, my doctor says I still can't touch that code for a little while yet, as writing it damaged me emotionally, and I've not fully recovered yet. I'll add it to my bug list, though, and get to it in a bit. For now, can you use .x? It's better anyway."


Will do. I trust you are recovering well?

Quote: "With the Alien.x file, I have a problem getting an empty animation if I loaded the file as a second document with the .3ds file still loaded. If you close the .3ds document before loading the .x file, it works. Subtle bug! I'll fix this for the next release. Is this the problem you were having, that it had an animation you could open, but it had no keyframes?
"


Yep, that's the one.

Now that I know how to see the animations, I guess I'll have to do what I said and make a few more.

Subtle qwezzy, can you cut/copy and paste animations? For example copying a part of one animation, because it does almost what you want, pasting it at the end of the animations and then editing the animations so that it does exactly what you want?
JAT
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Posted: 16th Oct 2003 06:00
Quote: "Subtle qwezzy, can you cut/copy and paste animations? For example copying a part of one animation, because it does almost what you want, pasting it at the end of the animations and then editing the animations so that it does exactly what you want? "


I have cut, copy, and paste buttons, but a quick test shows it's kind of iffy. Basically you turn on the select mode in the Animator palette, drag a selection rectangle around all the key frames you want, lengthen the animation if necessary, set the time cursor to where you want the copied keyframes, and then paste. For me the speed scale jumped to 0, so I had to reset that afterwards. Then it seemed to work. Be sure to save off copies so you don't lose anything if JTEdit crashes. I'll have a look at the speed scale problem tomorrow morning.

Quote: "I can understand this, so my next question is what was used to make these files? Nothing you can do about it, that I understand, but given that there seems to be growing support for your program here on the forums (and therefore by extension by The GameMakers themselves) it would have been nice to get right into the animating of the model without having to face these subtle setbacks. Do I have to find a friend with a copy of 3dMax or soemthing? Is this the only defacto program with which to animate the 3ds format?
"


I don't know what they used. 3dMax is probably your best bet. I tried loading the .3ds with CharacterFX. It got the bones okay, but the mesh was messed up. Too bad it doesn't have a .x importer. Maybe someone else can chime in with other options. Maybe they should have put the models out in more formats, like MilkShape and CharacterFX. My animator is still kind of iffy, and without IK yet it can be painful. I think you're on the bleeding edge with it.

-John

John Thompson
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NinjaNL
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Posted: 16th Oct 2003 11:19
Quote: "I have cut, copy, and paste buttons, but a quick test shows it's kind of iffy. Basically you turn on the select mode in the Animator palette, drag a selection rectangle around all the key frames you want, lengthen the animation if necessary, set the time cursor to where you want the copied keyframes, and then paste. For me the speed scale jumped to 0, so I had to reset that afterwards. Then it seemed to work. "


Seemed to work for me. I take it that the animation is somewhere on the "ToDo" list. I get the idea of turning on the select tool before use, but would have thought on pasting a copied selection would have automatically adjusted the timeline. Your program knows from the data on its clipboard how many frames there are (?) and I would have thought that this information could have been used to automatically adjust everything. Something for the future?

Quote: "I don't know what they used. 3dMax is probably your best bet. I tried loading the .3ds with CharacterFX. It got the bones okay, but the mesh was messed up. Too bad it doesn't have a .x importer. Maybe someone else can chime in with other options. Maybe they should have put the models out in more formats, like MilkShape and CharacterFX. My animator is still kind of iffy, and without IK yet it can be painful. I think you're on the bleeding edge with it."


I might just wait for my free demo cd of 3ds Max 6. I understand it's in the post. But this also means yet another program to get to know and time is already so short.
JAT
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Posted: 16th Oct 2003 23:17
Yeah, the Animator palette still needs some work. I haven't implement undo/redo for it yet, and I plan to add some more features to it. But it still should be useful.

-John

John Thompson
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JAT
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Posted: 16th Oct 2003 23:22
I've posted a new release, version 0.22, of JTEdit. This mid-month release fixes a number of bugs I've found while working on the First Use tutorial, plus some that have been reported to me.

Download it or get more details at my web site: http://www.jtgame.com/jtedit

John Thompson
http://www.jtgame.com/jtedit
NinjaNL
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Posted: 17th Oct 2003 01:13
Quote: "I've posted a new release, version 0.22, of JTEdit. This mid-month release fixes a number of bugs I've found while working on the First Use tutorial, plus some that have been reported to me.
"


Just downloaded it, and basically bagan working on my new animations. One thing that I noticed was that altering the animation (probably only when cut/copy and pasting) is that the work is not marked as changed. I expected a "your file/animation has changed do you want to save it??" sort of message, instead of just throwing away the work done.

Is this right?
JAT
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Posted: 17th Oct 2003 01:37
Yeah this kind of goes in hand with undo/redo not being iplemented. I'll be working on this shortly.

John Thompson
http://www.jtgame.com/jtedit
Yskonyn
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Posted: 17th Oct 2003 21:04
John I still cannot get the Split Faces to work as I would like it to...
I emailed you about it (R. Kraak) and maybe I should more clear in my explanation:

When I select the two faces of a cube that make a side and I want to SplitFaces only one face gets split.
When I then select the other one and select SplitFaces nothing happens. So only one face at a side seem to be able to get split up!
If you need a screenshot then tell me I'll send one to you.

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
Dsarchy
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Posted: 18th Oct 2003 23:15
I wasted my monet on CSHOP, i have to modelers from here already and they are free

?
JAT
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Posted: 21st Oct 2003 05:52
Yskonyn,

I'll be beefing up the split faces tool next, so this should be fixed as part of that process. I'll try to have it by the end of the month before I need to do some traveling for work, but if not then, shortly after. I'm sorry for the inconvenience.

-John

John Thompson
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JAT
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Posted: 21st Oct 2003 17:24 Edited at: 21st Oct 2003 17:30
Yskonyn,

I've tried splitting the faces on a simple cube, and it works for me. I don't know what is wrong with it. If you send me your model, maybe something is different with it, and I can reproduce it then.

Meanwhile, what I'm doing is adding a number of split options, i.e. 2-wya, 3-way, 4-way, quad-to-double-quad, quad-to-quadruple-quad, and other options allowing you to do an illegal spit (T-connection) or fixup the adjacent faces. This should resolve the limitations you emailed me about before.

Also, I think you know this, but for the benefit of others, at present the Split Faces tool won't split a face that would result in bad geometry, where one edge of a face is split, but the adjacent face is not. However, if you are spliting a bunch of faces at once, the algorithm won't detect a circular case. Hopefully providing a fixup option I can get around this.

-John

John Thompson
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Yskonyn
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Posted: 28th Oct 2003 20:40
OK I'll try to fiddle with it.
Mailing my model won't be of any use, because it is just a plain cube, nothing more!
And if you can get a cube split in two cubes then I think I can too!

Yskonyn -
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JAT
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Posted: 30th Oct 2003 06:15
I thought we were talking about splitting faces? Splitting models will come later when I do booleans.

You previously mentioned two problems. One is that you wanted a split the faces down a leg (i.e. splitting a two-triangle quad into two quads). This was a feature hole, which the new release will fill. The other problem you mentioned was that you selected two faces, applied the Split Faces tool, and one of the faces split, but not the other. This is the problem I couldn't reproduce. Am I understanding correctly?

-John

John Thompson
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JAT
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Posted: 30th Oct 2003 06:33
I've put up a new JTEdit release, version 0.22. Get it at the usual place:

http://www.jtgame.com/jtedit

This release fixes two bugs and beefs up the Split Faces tool with a number of face splitting options. I've started adding more options to the Join Faces tool also, but only got as far as adding a three-way join. See the reference docs or First Use tutorial for examples. Stay tuned for more work on both of these tools.

For the next few releases I'll continue to be in bug fixing/feature hole-filling mode. One thing coming is more work on texture mapping, including adding a command to write out a texture mapping template bitmap, more wrap types, and a grouping mechanism to help with the mapping. Another is more work on the Animator Palette, implementing clipboard operations, more commands for manipulating animations, and overall polishing.

-John

John Thompson
http://www.jtgame.com/jtedit
JAT
22
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Posted: 21st Nov 2003 15:03 Edited at: 21st Nov 2003 15:07
I've put up a new JTEdit release, 0.24 (http://www.jtgame.com/jtedit).

This release focuses mainly on texture mapping, adding some new wrap types to the Texture mapping tool, a new File menu option for saving a texture mapping template bitmap, and also a new File option for saving the current view to a file (kind of a lightweight render-to-file option). See the Texture Mapping tool reference guide entry (http://www.jtgame.com/jtedit/help/jtedittooltexturemapping.html) and the First Use tutorial section ([href]http://www.jtgame.com/jtedit/help/jtedittutorialfirstuse3.html#Mapping Tools[/href]) for details. (Careful, this tutorial page is a huge download because of all the images.)

A reminder that JTEdit comes with extensive documentation in the form of an HTML-based help file, with tutorials, user guide, and reference guide. You might be able to find your way around the UI on your own, but I think you will get the most out of it in the long run by first going through the included "First Use" tutorial.

-John

John Thompson
http://www.jtgame.com/jtedit
JAT
22
Years of Service
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Joined: 7th Nov 2002
Location:
Posted: 22nd Nov 2003 19:51
I found a major crahsing bug ("Error creating surface") when closing a document and then opening another on, when the window is large (on my video card, anyway).

Therefore, I've refreshed the 0.24 release with a fix.

-John

John Thompson
http://www.jtgame.com/jtedit
Yskonyn
22
Years of Service
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Joined: 19th Dec 2002
Location: Netherlands
Posted: 25th Nov 2003 15:52
Monitoring you posts again, sorry for being away for some time, to get back to your issue: yes you understand correctly.
I was telling it a bit awkward.

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
mm0zct
21
Years of Service
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Joined: 18th Nov 2003
Location: scotland-uk
Posted: 28th Nov 2003 00:40
hi the program is exelent from what i have seen of it so far(unfortunately that is very little as i just discovered your project) but whenever i close something i get an error message, this is probably just my pc as it is not working properly anyway and typically windows xp gives the most uninformative error messages possible, but when i try to close any file nomatter what, it says that the program has encountered an error rand must close
is it xp or just my pc?
thanks

AMD duron 1.3G, 640Mb ram, 40Gb HD, ati saphire radeon 9600 atlantis w/128mb ddr ram, good creative-labs soundcard, cd-rw + dvd drives.
mm0zct
21
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Joined: 18th Nov 2003
Location: scotland-uk
Posted: 28th Nov 2003 00:46 Edited at: 28th Nov 2003 00:50
here is what i believe to be the error log from this error
http://www.lochviewwest.plus.com/error.rtf(that was not the original filename)

AMD duron 1.3G, 640Mb ram, 40Gb HD, ati saphire radeon 9600 atlantis w/128mb ddr ram, good creative-labs soundcard, cd-rw + dvd drives.
TheSquid
21
Years of Service
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Joined: 29th Sep 2003
Location: Ohio
Posted: 1st Dec 2003 16:07
I'm unsure if this is a bug or if it's something I'm doing incorrectly and haven't figured it out yet, but here goes.

When creating or opening an animation sequence, I get an error message that says "Cannot Create Connector Pen". I get this message once for every animation type (rotation, translation, etc) on every frame that I have set up. In my animation, I had 13 frames and two animation types, so I got the message 26 times.

On a happier note, this is a fantastic program. I am a complete beginner and I was able to create and animate my own object and successfully save it and load it into a program and have it work perfectly. The "framed finger" tutorial was a huge help! Keep up the great work. I can only hope this program will remain free once it's complete.
JAT
22
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Joined: 7th Nov 2002
Location:
Posted: 1st Dec 2003 19:22
mm3zct,

Sorry for the delay, I was off on vacation. I'm even more sorry that I don't have an answer for you, as I am not seeing this on my machine. I don't know what the error.rtf you sent is. I see a bunch of XML stuff, but I don't know what it is for.

The standard things to try is to verify that you have my latest release (Version 0.24 refreshed on 22 Nov--I think I fixed something related to closing multiple documents), you have the latest video driver for your card. See the "JTEdit's Instability and Mucked up Workspaces" in the "Documents and Files" section of the User's Guide and follow those suggestions also.

TheSquid,

I'm afraid I don't have a good answer for you either. I downloaded the latest and went through the process of creating both framed and skinned animated models, but didn't see the error message. I have heard of this before, but haven't been able to reproduce it. Doing a global search, I don't find the error message in my code, so I don't know where it is coming from. I'd appreciate any information you might give me that will help me figure this out. I'm probably doing something wrong with Windows GDI, but which doesn't trigger the error reporting mechanism. Anyone know of any debugging features in Windows I might turn on that will give me the message?

-John

John Thompson
http://www.jtgame.com/jtedit

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