I have a simple scene created in irrEdit that consists of an octree, and a couple of lights.
When I load the .irr scene, and attach a CollisionResponseAnimator to my camera, I dont collide with the octree.
::createTree *does* get called during loadscene, from octtree::deserializeattributes.
What ...
Search found 7 matches
- Fri Apr 13, 2007 3:45 pm
- Forum: Beginners Help
- Topic: octree, static mesh
- Replies: 1
- Views: 218
- Fri Apr 13, 2007 2:38 pm
- Forum: Game Programming
- Topic: applying a bump map to something in irrEdit
- Replies: 0
- Views: 1278
applying a bump map to something in irrEdit
http://irrlicht.sourceforge.net/images/ ... rEdit7.jpg
The building in that screenshot looks bump-mapped.
I can see in irrLicht source code examples how to set a bump material to a mesh scene node - but how is it specified from the beginning, in irrEdit?
Thanks.
The building in that screenshot looks bump-mapped.
I can see in irrLicht source code examples how to set a bump material to a mesh scene node - but how is it specified from the beginning, in irrEdit?
Thanks.
- Fri Apr 13, 2007 2:15 pm
- Forum: Game Programming
- Topic: irrlicht.dll in irredit 0.6 folder
- Replies: 2
- Views: 1592
irrlicht.dll in irredit 0.6 folder
The irrlicht.dll in the irrEdit 0.6 folder is 2,736KB, and dated Nov 2006.
If I recompile irrlicht.dll from 1.3 sources, in release mode, with the VS7 cc compiler, my resulting dll is 1,852KB. A whole MB smaller!!
When copied into the irrEdit folder, irrEdit then fails to start until the older ...
If I recompile irrlicht.dll from 1.3 sources, in release mode, with the VS7 cc compiler, my resulting dll is 1,852KB. A whole MB smaller!!
When copied into the irrEdit folder, irrEdit then fails to start until the older ...
- Tue Apr 03, 2007 9:25 am
- Forum: Game Programming
- Topic: quake model in irr edit
- Replies: 2
- Views: 1762
- Wed Mar 28, 2007 3:05 pm
- Forum: Game Programming
- Topic: Undo/Redo, User Data
- Replies: 5
- Views: 1565
- Wed Mar 28, 2007 2:04 pm
- Forum: Game Programming
- Topic: Undo/Redo, User Data
- Replies: 5
- Views: 1565
So how *do* you attach custom user data?
For example, I can add an empty scene node, and give it a name that will suggest what native C++ class it should represent...but then how do I add user data to it, such as "AmmoType", or "MagSize", or "Breakable" etc.?
I disagree about undo/redo. My artists ...
For example, I can add an empty scene node, and give it a name that will suggest what native C++ class it should represent...but then how do I add user data to it, such as "AmmoType", or "MagSize", or "Breakable" etc.?
I disagree about undo/redo. My artists ...
- Wed Mar 28, 2007 12:58 pm
- Forum: Game Programming
- Topic: Undo/Redo, User Data
- Replies: 5
- Views: 1565
Undo/Redo, User Data
Hi,
I'm currently evaluating Irrlicht as a potential basis for my group's next game.
Does irrEdit have an Undo/Redo feature? My artists are saying it's unusable without this, and I agree.
How do we create custom scene nodes and attach user data? For gameplay triggers, path nodes, enemy characters ...
I'm currently evaluating Irrlicht as a potential basis for my group's next game.
Does irrEdit have an Undo/Redo feature? My artists are saying it's unusable without this, and I agree.
How do we create custom scene nodes and attach user data? For gameplay triggers, path nodes, enemy characters ...