Search found 21 matches
- Sun Jan 30, 2011 6:49 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 121146
IrrNEtLite Problems with "make" for Linux
Hi, I am trying to compile IrrNEtLite Version 2.1Beta on my Linux Ubuntu 9.4; when I go to /source and type in the console "make" I got following Error message: robert@robert-desktop:~/Downloads/irrNetLite/source$ make Makefile:45: *** missing separator. Schluss. Anybody an idea what that ...
- Fri Aug 20, 2010 2:39 pm
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 164703
Hello pcode, after writing $IMESHCVT in a terminal I got the right path, so environment variable is set correctly; running imeshcvt brings following report: imeshcvt 0.4 Copyright(C) 2008-2009 Tubras Software, Ltd usage: imeshcvt <options> -i[input file] -o<output file> <options> - Generic options: ...
- Thu Aug 19, 2010 7:21 pm
- Forum: Project Announcements
- Topic: irrb 0.4 (Blender Exporter)
- Replies: 330
- Views: 164703
Hi pcode, again one question concerning the irrbmesh files; I completely switched to linux, adjusted my game frame in Irrlicht and no it's time for irrb; so far everything works fine with blender and irrb under linux, but I have problems installing imeshcvt; I tried to set the environment variable t...
- Wed May 26, 2010 1:24 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: [Videotutorial] Shader Tutorial (German)
- Replies: 11
- Views: 8492
Hi Slin, your tutorials opened for me the way into shaders, perhaps you could create one more tut about shadows, this is what I am missing now; I work on shadow mapping with Light Depth Mapping, but it is not as easy, so a little help or a small tut would appreciated any time, thank´s for the hard w...
- Thu Feb 04, 2010 10:14 pm
- Forum: Project Announcements
- Topic: Imeshcvt in irrb doesn´t work
- Replies: 10
- Views: 1743
Hi again, now I can answer the question myself, it is very easy, just cancel getPath(), because this method does not exist and the compiler is quite satisfied; now my program runs perfectly and I fall in love with these binary meshes, very fast and accurate, great job pcOde... and now I go to bed, b...
- Thu Feb 04, 2010 9:27 pm
- Forum: Project Announcements
- Topic: Imeshcvt in irrb doesn´t work
- Replies: 10
- Views: 1743
- Sat Jan 30, 2010 8:29 pm
- Forum: Project Announcements
- Topic: Imeshcvt in irrb doesn´t work
- Replies: 10
- Views: 1743
- Thu Jan 28, 2010 9:08 pm
- Forum: Project Announcements
- Topic: Imeshcvt in irrb doesn´t work
- Replies: 10
- Views: 1743
Hi PcOde again; it´s nice that you care about my problem, so here is the .log file content: irrb log 0.4 [blender info] OS: Windows XP 5.1.2600 Version: 249 .blend File: C:\Dokumente und Einstellungen\Aurelius F. Stolka\Eigene Dateien\My 3D Models\surface_1.blend .blend Root: C:\Dokumente und Einste...
- Fri Jan 22, 2010 6:42 pm
- Forum: Project Announcements
- Topic: Imeshcvt in irrb doesn´t work
- Replies: 10
- Views: 1743
Hi pcOde. thank you for your answer. I did it, but same result, I used the latest version, but there wan´t be an irrbmesh in my folder; it´s strange that the button is in the render menue, but no result, I will work on this problem, if anybody else has an idea, everything s appreciated RobbRob :roll:
- Wed Jan 20, 2010 7:59 pm
- Forum: Project Announcements
- Topic: Imeshcvt in irrb doesn´t work
- Replies: 10
- Views: 1743
Imeshcvt in irrb doesn´t work
Hello, RobbyRob has a little problem installing the imeshcvt plugin for blender getting this nice and fast binary mesh files; I set the environment variables to IMESHCVT=c:\irrbutils\imeshcvt.exe and in the render menue I got the bottom "create binary meshes", so farwell, done, exporting ....
- Sun Feb 10, 2008 9:43 pm
- Forum: Beginners Help
- Topic: Irrlicht 1.4 DirectX with Code::Blocks
- Replies: 5
- Views: 624
irrlicht with code.. blocks
Hi, I would recommend an easier way, when you have a look into the irrlicht sdk file you will find "bin". Inside at win32-VisualStudio you have a precompiled irrlicht.dll which is suitable for code::blocks: You just have to start the irrlicht icon in code:: blocks, delete the code in the c...
- Thu Nov 22, 2007 7:56 pm
- Forum: Code Snippets
- Topic: Irrlicht terrain collides with Newton
- Replies: 5
- Views: 2611
Irrlicht terrain meets Newton collision
Okay, now I have changed the basic outfit, perhaps anybody could give me some information about my problem; I tried it with other x files, rather simple, but nothing changed; when I use bsp-files I can see in the console that it runs with buff 20 and 21 and j counts always 3 times up; but not with t...
- Wed Nov 21, 2007 8:18 pm
- Forum: Code Snippets
- Topic: Irrlicht terrain collides with Newton
- Replies: 5
- Views: 2611
Irrlicht terrain collides with Newton
Sorry,
I changed to "External stuff", hopefully the right forum and I put the code in tags;
every day I will learn something new but that makes live interesting,
Robert
javascript:emoticon(':oops:')
Embarassed
I changed to "External stuff", hopefully the right forum and I put the code in tags;
every day I will learn something new but that makes live interesting,
Robert
javascript:emoticon(':oops:')
Embarassed
- Tue Nov 20, 2007 8:19 pm
- Forum: Code Snippets
- Topic: Irrlicht terrain collides with Newton
- Replies: 5
- Views: 2611
Irrlicht terrain collides with Newton
Hello, attached u will find a code snippet of my terrain that is combined with a rigid Newton body. It is similair to any code for this purpose except the fact, that I don´t use a bsp-mesh but an obj (or.x) mesh; unfortunatelly there is no collision between a common Newton cube and the terrain; the ...
- Tue Sep 18, 2007 8:37 pm
- Forum: Beginners Help
- Topic: newton and irrlicht integration with tumle
- Replies: 1
- Views: 468
newton and irrlicht integration with tumle
Help ! is there anybody out there who can help me, because it seems not possible to link newton and irrlicht with that "tumle" code: //create the physics manager from the irrlicht device tumle::IPhysicsManager *pmgr = 0; pmgr=createPhysicsManager(device); tried to use "tumle" cod...