Search found 23 matches

by xaddict
Mon Feb 04, 2008 5:20 pm
Forum: Beginners Help
Topic: Creating Scene with "submeshes"
Replies: 6
Views: 412

You mean like a level editor? Like IrrEdit ? You can design your scene in that then export it as a single .irr file. By the way, IAnimatedMesh is used for both animated and non animated meshes... Strange isn't it? that's just plain weird yeah:P It does not really make sense:) But I was not talking ...
by xaddict
Sun Feb 03, 2008 5:28 pm
Forum: Beginners Help
Topic: Creating Scene with "submeshes"
Replies: 6
Views: 412

The main problem I have is how to easily (1/2 lines of code) add the buildings to the map... that's my main problem.. the getMesh thingie from the examples all assume you use IAnimatedMesh... but there must be an easier way for setting it up right?
by xaddict
Sun Feb 03, 2008 1:45 pm
Forum: Beginners Help
Topic: Creating Scene with "submeshes"
Replies: 6
Views: 412

Creating Scene with "submeshes"

What is the best way to set up a large map with buildings and stuff on it and have a triangle-selector for collision detection? I'm right now loading one map with a terrain and one building on it and I want to add buildings to it. I'm thinking about flats which will consist out of multiple duplicate...
by xaddict
Sat Feb 02, 2008 4:10 pm
Forum: Beginners Help
Topic: Load B3D into Scene and add to TriangleSelector
Replies: 0
Views: 235

Load B3D into Scene and add to TriangleSelector

Hello, I've changed the standard quake example to use my model and it looks quite nice but Now I want to add extra components (Houses, trees, etc.) I'm using this code from the tutorial but it doesn't work... probably because I'm using AnimatedMesh and it is not an animated mesh... it doesn't load t...
by xaddict
Sat Feb 02, 2008 10:09 am
Forum: Beginners Help
Topic: Longer jumping
Replies: 13
Views: 975

sorry if this doesn't work at all i have not looked into this at all and i am still a novice programmer but you could possibly try this basic setup. first set up a collision system with the floor and the camera, then make an if statement so if the camera is on the ground and you press space it runs...
by xaddict
Sat Feb 02, 2008 2:24 am
Forum: Beginners Help
Topic: faster rendering (higher FPS)
Replies: 4
Views: 471

faster rendering (higher FPS)

Hello, Are there ways to speed up the FPS in a scene? I think adding fog in the distance does it but I'm not completely sure. I wonder if there is a way to, for example, not render things not seen. I've only got one, not too big map, and its rendering at 400FPS... I want it to go up... I know this i...
by xaddict
Sat Feb 02, 2008 12:09 am
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

You can create another FPS camera with a faster speed, then switch between the cameras (copying across the position and target whenever you switch) when you change speed. IIRC that's another JP smart solution. ;) As always though, I'd recommend just forgetting about the FPS camera. Do all the move/...
by xaddict
Fri Feb 01, 2008 7:14 pm
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

I haven't checked why Acki's did in his project but currently you can't change a camera's speed with something like camera->setSpeed(). You'll have to manually change it with settings it's position etc.. I'm not gonna burn my hands on that one:P currently the camera position is all managed by the c...
by xaddict
Fri Feb 01, 2008 7:09 pm
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

Acki wrote:no, you can't, except with my IrrExtensions... ;)


btw, could it be that I pointed you to all this with my first post ??? :lol:
I'm not sure, what do you mean...

and I'm seeing into your extensions:) thanks a bunch!
oh, and I AM dutch:P
by xaddict
Fri Feb 01, 2008 6:41 pm
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

I've edited my post, it now has both ways. Thank you both soo much :D it works now... it prints hundreds and hundreds of "Shift key is pressed" so I think that is good:P Now I've got the next problem... the reason why I wanted to handle this SHIFT key was because I want to accelerate the ...
by xaddict
Fri Feb 01, 2008 5:49 pm
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

That won't work either really, not the 'if(event.KeyInput.Shift) printf("Shift was pressed\n");' bit anyway. You need to check KeyIsDown[SHIFT_KEY_ENUM_DON'T_KNOW_WHICH] rather than just printing if the event was for shift as you'll get an event for shift when you let go too ;) I've not g...
by xaddict
Fri Feb 01, 2008 4:30 pm
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

I've put in all the code from the example but it doesn't work: /* In this tutorial, I will show how to collision detection with the Irrlicht Engine. I will describe 3 methods: Automatic collision detection for moving through 3d worlds with stair climbing and sliding, manual triangle picking and manu...
by xaddict
Fri Feb 01, 2008 4:04 pm
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

How do I include MastEventReceiver?

do I just #include<MastEventReceiver.cpp> and then I'm able to use the functions?
by xaddict
Fri Feb 01, 2008 3:07 pm
Forum: Beginners Help
Topic: Key handling (Shift key)
Replies: 19
Views: 722

Key handling (Shift key)

There are some topics on here which handle the topic but I don't really get them... it's hard to be new with this :P Okay.. so I'm trying to printf "Shift Key pressed" to the console when the shift key is pressed. Which function do I use to check if a key is pressed, which files should I i...
by xaddict
Fri Feb 01, 2008 1:59 pm
Forum: Beginners Help
Topic: Longer jumping
Replies: 13
Views: 975

The jumping while the camera faces the sky is not implemented in the FPS scripts... I guess it's a check... See I use the quake tutorial... with collision detection. When you make the camera face the sky it jumps a little but less than a normal jump. I think this is because the colision is not comp...