Search found 20 matches

by Lorian
Thu Nov 08, 2007 10:35 am
Forum: Beginners Help
Topic: Hold shift to make the FPS camera go faster
Replies: 28
Views: 1277

I tried using updateAbsolutePosition() but it made no difference.

I took a look at your IrrExtensions thing, but it appears to be Windows only (?), which is no good.
by Lorian
Wed Nov 07, 2007 6:37 pm
Forum: Beginners Help
Topic: Hold shift to make the FPS camera go faster
Replies: 28
Views: 1277

MasterGod: Didn't help. :(
by Lorian
Wed Nov 07, 2007 5:56 pm
Forum: Beginners Help
Topic: Hold shift to make the FPS camera go faster
Replies: 28
Views: 1277

Thanks for the help. I'm not bothered about a gradual increase in speed, it's not supposed to be representing a human running anyway. I tried usig two cameras, here's the event receiver code: if (event.EventType == irr::EET_KEY_INPUT_EVENT && event.KeyInput.PressedDown) { // Fast camera when...
by Lorian
Wed Nov 07, 2007 4:25 pm
Forum: Beginners Help
Topic: Hold shift to make the FPS camera go faster
Replies: 28
Views: 1277

Yeah I already have the event receiver all set up, and I'm sure I'd be able to get the events sorted, but I don't know how to change the speed of the camera. addCameraSceneNodeFPS just returns a regular old ICameraSceneNode, which has no functions or variables for changing the speed.
by Lorian
Wed Nov 07, 2007 4:03 pm
Forum: Advanced Help
Topic: Transparency?
Replies: 1
Views: 689

Transparency?

Hi folks,

How would I go about making a scene node transparent when the camera goes near it. I.e., it fades away to tranparent as I get near to it, and is completely transparent as I am about to intersect it.

Cheers.
by Lorian
Wed Nov 07, 2007 3:59 pm
Forum: Beginners Help
Topic: Hold shift to make the FPS camera go faster
Replies: 28
Views: 1277

Hold shift to make the FPS camera go faster

Hi,

My question is quite simple: How do I make it so when I hold down shift, the movement speed of an FPS camera is increased?

Cheers.
by Lorian
Mon Jul 16, 2007 10:53 am
Forum: Beginners Help
Topic: Quaternion -> Euler causing erratic behaviour
Replies: 2
Views: 472

I have found this on Wikipedia : One must be aware of singularities in the Euler angle parametrization when the pitch approaches ±90° (north/south pole). These cases must be handled specially. This is presumably the problem I am experiencing because the pitch is -90°. Thing is, I don't know how I am...
by Lorian
Mon Jul 16, 2007 7:02 am
Forum: Beginners Help
Topic: Quaternion -> Euler causing erratic behaviour
Replies: 2
Views: 472

Quaternion -> Euler causing erratic behaviour

I am trying to use ODE for my physics engine and it is working ok, but there is a problem that keeps cropping up when I try to convert from the ODE quaternion to the Irrlicht Euler rotation. I have tried with several formulas, including the built-in one in Irrlicht, but it happens with all of them. ...
by Lorian
Fri Mar 02, 2007 9:07 am
Forum: Beginners Help
Topic: Joints?
Replies: 5
Views: 668

I'm guessing B3D is a file format? I will talk to my modeller later to see if he knows how to do joints in 3DS Max.

Thanks for the help.
by Lorian
Thu Mar 01, 2007 4:35 pm
Forum: Beginners Help
Topic: Joints?
Replies: 5
Views: 668

Joints?

How would I go about giving a body joints? Ie. instead of having a bunch of different meshes for arms and legs and so on, have joints in parts of the body mesh so the mesh would change shape when told to do so by the physics engine. I am basically looking to use ragdoll physics when the player dies....
by Lorian
Mon Feb 12, 2007 10:52 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 131949

g++ -o materialsandshapes materials\ and\ shapes.cpp -I/usr/local/include/irrnewt/ -lirrnewt -lIrrlicht -lGLU -lXxf86vm Yes my friends, that is the sound of IrrNewt working on Linux. :) At least, partially anyway, so far the only example I have got to work is the materials and shapes one, which expl...
by Lorian
Mon Feb 12, 2007 11:15 am
Forum: Beginners Help
Topic: Footstep sounds
Replies: 6
Views: 396

Ok thanks, will try that when I get home.
by Lorian
Sun Feb 11, 2007 9:13 pm
Forum: Beginners Help
Topic: Footstep sounds
Replies: 6
Views: 396

Because I need to know when the players feet are actually on the ground.
by Lorian
Sun Feb 11, 2007 6:05 pm
Forum: Beginners Help
Topic: Footstep sounds
Replies: 6
Views: 396

Hi, thanks for the help :) I am getting some weird values though, I have set it to output the distanceFallenSQ each time, and this is the output I get when walking up some steps: 11.1679 12.852 199.834 1.44009 2.25 42.7676 345.921 1.44 2.25 36.9274 10.8178 186.73 1.44002 2.25001 8.99443 12.6621 185....
by Lorian
Sun Feb 11, 2007 1:03 pm
Forum: Beginners Help
Topic: Footstep sounds
Replies: 6
Views: 396

Footstep sounds

Hi, I have loaded up some footstep sounds into FMOD, but how would I go about knowing when to play them? Ie. Repeatedly play a footstep sound when moving and touching the floor, if you fall from a certain height or greater play the landing sound. Not really sure how I would go about doing that... Ch...