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: 1189

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 f...
by Morrog
Tue Jan 25, 2005 2:56 am
Forum: Beginners Help
Topic: Inventory GUI design
Replies: 8
Views: 719

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: 3337

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: 416

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 purposes only...
by Morrog
Sun Jan 23, 2005 9:55 pm
Forum: Beginners Help
Topic: speech bubbles
Replies: 13
Views: 793

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: 642

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 collision...
by Morrog
Sun Jan 23, 2005 6:11 am
Forum: Beginners Help
Topic: Inventory GUI design
Replies: 8
Views: 719

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: 719

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 put t...
by Morrog
Sun Jan 23, 2005 3:19 am
Forum: Project Announcements
Topic: Free hosting for irrlicht projects!
Replies: 16
Views: 4947

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: 1417

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 k...
by Morrog
Sun Jan 23, 2005 3:14 am
Forum: Open Discussion and Dev Announcements
Topic: rotating parts
Replies: 6
Views: 774

Maybe try a different exporter?
by Morrog
Sun Jan 23, 2005 3:11 am
Forum: Advanced Help
Topic: Flashlight
Replies: 2
Views: 604

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 i...
by Morrog
Sun Jan 23, 2005 3:05 am
Forum: Beginners Help
Topic: speech bubbles
Replies: 13
Views: 793

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 th...
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: 394

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: 307

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 doi...