Search found 58 matches

by Morrog
Tue Jan 25, 2005 3:02 am
Forum: Beginners Help
Topic: How do you create very large seemless terrians?
Replies: 6
Views: 1436

TerrainNode is an
ISceneNode *

And Irrlicht isn't really ready to handle "really big" terrain. You'll have to hack around to get decent large terrain like you see in, say, Tribes games.
This is because you can't pump down a raw large terrain mesh through your AGP bandwidth. It just won't fit.

You ...
by Morrog
Tue Jan 25, 2005 2:56 am
Forum: Beginners Help
Topic: Inventory GUI design
Replies: 8
Views: 968

You're not supposed to drop a texture :roll:

And to see which image you've selected is pretty simple.
There's two ways. GUI items have a function to see if they are selected. Name doesn't come to mind, check the docs.

Second method is to take the mouse position and do some simple math.
by Morrog
Sun Jan 23, 2005 10:05 pm
Forum: Project Announcements
Topic: Portal Rendering
Replies: 4
Views: 3640

What's it do? I'm assuming it's implemented the usage of the VIS data from a BSP file?
by Morrog
Sun Jan 23, 2005 10:00 pm
Forum: Advanced Help
Topic: Help with custom SceneNode
Replies: 2
Views: 530

Your render should be similar to:
//! renders the node.
void CMeshSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();

if (!Mesh || !driver)
return;

driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
Box = Mesh->getBoundingBox();

// for debug ...
by Morrog
Sun Jan 23, 2005 9:55 pm
Forum: Beginners Help
Topic: speech bubbles
Replies: 13
Views: 1340

I forgot about textscenenode ;)
But you won't be able to do a background for the bubbles with textscenenode.
by Morrog
Sun Jan 23, 2005 9:51 pm
Forum: Beginners Help
Topic: Collision detection between vector and Mesh
Replies: 8
Views: 1132

colDet is what you think it is, a collision library. ;)

It's pretty simple to use with Irrlicht. You just do this:

CollisionModel *model = newCollisionModel();
model->addTriangle(....);
model->addTriangle(....);
model->addTriangle(....);
...
model->finalize();

and then you can do mesh-mesh ...
by Morrog
Sun Jan 23, 2005 6:11 am
Forum: Beginners Help
Topic: Inventory GUI design
Replies: 8
Views: 968

Hmmm....I don't know how to do that one, sorry :(
It's doable, but I don't know if Irrlicht can, and if so, how.
by Morrog
Sun Jan 23, 2005 3:51 am
Forum: Beginners Help
Topic: Inventory GUI design
Replies: 8
Views: 968

You could always do a 3D approach.
Get mouse position
irr::scene::ISceneCollisionManager::getRayFromScreenCoordinates
to get a ray
irr::scene::ISceneCollisionManager::getSceneNodeFromRayBB
to get the node with which the ray collides (and hence the mouse is hovering over.)

And I guess you could ...
by Morrog
Sun Jan 23, 2005 3:19 am
Forum: Project Announcements
Topic: Free hosting for irrlicht projects!
Replies: 16
Views: 6577

That is very kind of you to offer some of your space to the community here. Too bad I've already got plenty 8)
by Morrog
Sun Jan 23, 2005 3:18 am
Forum: Open Discussion and Dev Announcements
Topic: Where's Irrlicht going?
Replies: 14
Views: 2235

Where's Irrlicht going?

What's happening to Irrlicht development right now? I love Irrlicht and everything, but it's so limited. I've made far too many modifications to Irrlicht, so I know for sure it's missing a lot of things and some of it needs to be rebuilt to support features like VBOs and normal mapping.
And yes, I ...
by Morrog
Sun Jan 23, 2005 3:14 am
Forum: Open Discussion and Dev Announcements
Topic: rotating parts
Replies: 6
Views: 985

Maybe try a different exporter?
by Morrog
Sun Jan 23, 2005 3:11 am
Forum: Advanced Help
Topic: Flashlight
Replies: 2
Views: 847

Flashlight

Does anyone know how to do a semi-decent flashlight (shining on a Q3Level[hence lightmapped quadtree scenenode])?
I'm thinking something like HL1 flashlight would be OK. I know the HL1 flashlight isn't that great, but it's better than nothing.

Right now I'm just doing a billboard a static distance ...
by Morrog
Sun Jan 23, 2005 3:05 am
Forum: Beginners Help
Topic: speech bubbles
Replies: 13
Views: 1340

that mean ... i use e.g.. guienv.addStaticText("foo", new Recti(1,1,2,2), true);

and i get the coords for Recti from the getScreenCoordinatesFrom3DPosition
function ?
Yes, except you'll be doing:
IGUIStaticText *bubble = guienv->addStaticText(......);

and then in the loop you'll update the ...
by Morrog
Sun Jan 23, 2005 3:02 am
Forum: Beginners Help
Topic: Building on tech demo - targeting a node and smart targeting
Replies: 3
Views: 712

Your best solution for hitting the characters and stuff is to do real physics.
So when you shoot a fireball you add an entity that you keep track of it. You keep track of its position and velocity. Each frame you use the time delta to determine how far to move the fireball. You also make a line from ...
by Morrog
Sun Jan 23, 2005 2:54 am
Forum: Beginners Help
Topic: torque
Replies: 2
Views: 505

With what engine? I sure hope you don't mean Irrlicht, because Irrlicht isn't an engine in the sense of Torque. It handles rendering stuff and has a few other goodies to help out new game programmers, but it's far from an engine like Torque.

And as far as C goes, you better learn it first before ...