Search found 10 matches

by freegadgets
Tue Jun 04, 2013 11:32 pm
Forum: Beginners Help
Topic: Can't click on nodes in treeview
Replies: 1
Views: 245

Can't click on nodes in treeview

I created a tree menu, but there doesn’t seem to be a way to detect when node are clicked on? Is there any way to detect if the user right-clicks the mouse on node in a treeview, and which node they clicked on?
by freegadgets
Sun Dec 28, 2008 8:18 pm
Forum: Beginners Help
Topic: Parallax - colormap texture does not line up with normalmap
Replies: 3
Views: 355

It's this line of code that doesn't seem to work:

driver->makeNormalMapTexture(normalMap, 9.0f);

But no worries, I was able to make the normal maps using a separate program and load them in directly.
by freegadgets
Fri Dec 26, 2008 2:55 am
Forum: Beginners Help
Topic: Parallax - colormap texture does not line up with normalmap
Replies: 3
Views: 355

Have a look

I'm using the same stone wall texture and height map as the demo, both load in successfully. I thought the normal map was repeating, just really small, but after a closer look, it seems to be made from random data. So this error probably has nothing to do with texture coordinates. http://www.roswell...
by freegadgets
Thu Dec 25, 2008 8:53 pm
Forum: Beginners Help
Topic: Parallax - colormap texture does not line up with normalmap
Replies: 3
Views: 355

Parallax - colormap texture does not line up with normalmap

I just took the demo that comes with Irrlicht and changed the room to an obj model I made. The color map is correct but the normal map seems to repeat many times in both directions. The obj model only has one set of texture coordinates, so where is the normal map getting its texture coordinates from...
by freegadgets
Mon Jan 03, 2005 5:29 am
Forum: Project Announcements
Topic: SpaceMadness
Replies: 6
Views: 2557

Thanks guys

schick, the code to make enemies follow or flee the player is pretty basic, your probably wondering about the collision avoidance though... First I calculate a line starting at the enemy's position and ending where the enemy would be about 2 or 3 seconds later based on it's speed and direction. If t...
by freegadgets
Mon Dec 27, 2004 4:17 am
Forum: Advanced Help
Topic: Collisions, Physics, ect
Replies: 8
Views: 983

8)

Thanks Guest, I looked at some reviews of the various physics engines out there and overall I'd say Newton seems to be the favorite. I made a little demo a while ago using Newton and Irrlicht. You had to use the arrow keys to roll a ball around up and down hills. I was very impressed by Newton until...
by freegadgets
Thu Dec 23, 2004 8:44 pm
Forum: Advanced Help
Topic: Collisions, Physics, ect
Replies: 8
Views: 983

Try the demo

by freegadgets
Thu Dec 23, 2004 8:43 pm
Forum: Project Announcements
Topic: SpaceMadness
Replies: 6
Views: 2557

SpaceMadness

Here's a little demo version of SpaceMadness. This game was made as a school project. I originally planned to have a boss ship come down once you dispatch of the three little ones, but I ran out of time. I might continue working on it next semester. Controls: Move the mouse to rotate the ship, left ...
by freegadgets
Thu Dec 23, 2004 7:48 pm
Forum: Advanced Help
Topic: Collisions, Physics, ect
Replies: 8
Views: 983

Thanks Tom

Thanks, I tried Newton but it seems to only work properly for cubes and spheres. Longer rectangle shaped objects occasionally fall through the ground. Fast collision detection will be the hardest part. Part of the problem is that Irrlicht doesn’t allow hidden objects to be used for collisions, or sh...
by freegadgets
Tue Dec 21, 2004 5:00 am
Forum: Advanced Help
Topic: Collisions, Physics, ect
Replies: 8
Views: 983

Collisions, Physics, ect

Hello everyone, I'm the guy who wrote the physics, A.I., and camera control system for Space Madness which is currently featured on the main page as screenshot of the month. I plan to release a playable demo soon. I'm still somewhat new to this engine and I have a few questions that only an expert w...