Search found 758 matches

by shadowslair
Fri Oct 14, 2011 12:39 pm
Forum: Advanced Help
Topic: "Halo" around transparent PNG texture
Replies: 11
Views: 5732

Re: "Halo" around transparent PNG texture

The real problem with .TGA comes from its huge size. And an alpha channel`d .TGA is even bigger. :|
by shadowslair
Thu Oct 13, 2011 6:53 pm
Forum: Off-topic
Topic: RIP Dennis Ritchie
Replies: 4
Views: 912

Re: RIP Dennis Ritchie

May him rest in peace...
by shadowslair
Thu Oct 13, 2011 6:03 pm
Forum: Beginners Help
Topic: Milkshape3d models how to seperate animations
Replies: 4
Views: 210

Re: Milkshape3d models how to seperate animations

It`s supposed that the IAnimatedMeshSceneNode is a MeshSceneNode, which holds a... Mesh?! Well, ok, not a mesh. A model. that frame 0-15 is the stand animation and 16-30 is the walking animation. myCharacterNode->setFrameLoop(0, 15); // will make him stand myCharacterNode->setFrameLoop(16, 30); // w...
by shadowslair
Thu Oct 13, 2011 5:52 pm
Forum: Beginners Help
Topic: Milkshape3d models how to seperate animations
Replies: 4
Views: 210

Re: Milkshape3d models how to seperate animations

Code: Select all

//! sets the frames between the animation is looped.
//! the default is 0 - MaximalFrameCount of the mesh.
bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
by shadowslair
Wed Oct 12, 2011 6:21 pm
Forum: Beginners Help
Topic: OBJ bump map = blue textures?
Replies: 9
Views: 1287

Re: OBJ bump map = blue textures?

Let`s say you have "N" count materials in your model. If its made of different meshbuffers, each of them points to different material in the [0, N] interval. Then, in each material you have some texture layers. So, for example for material "i" you`ll have sth like: node->getMater...
by shadowslair
Wed Oct 12, 2011 11:04 am
Forum: Project Announcements
Topic: Decal System / Manager
Replies: 31
Views: 207270

Re: Decal System / Manager

Looks like your build is libgcc.dll dependent. Despite that the code looks very clean and well organised. Well, maybe except for the java brackets. But very nice overall. Will take a look at the actual methods you use when I find some time. Thanks for sharing. :wink: PS: Triangle clipping is a bit t...
by shadowslair
Wed Oct 12, 2011 7:56 am
Forum: Beginners Help
Topic: OBJ bump map = blue textures?
Replies: 9
Views: 1287

Re: OBJ bump map = blue textures?

Umm... 1) Do you apply some of the Irrlicht material types that use normalmap? (like for ex. similar to the one in 11.PerPixelLighting.exe example) 2) Are you using some shader? After you do one of the above you gotta have some light correctly set up. This ain`t an artists` community, neither a seer...
by shadowslair
Tue Oct 11, 2011 6:34 pm
Forum: Beginners Help
Topic: How to turn character in the direction of the mouse?
Replies: 3
Views: 374

Re: How to turn character in the direction of the mouse?

You can try the core::vector::getHorizontalAngle() function. There`s even a small example in its description. Here`s a copy: //! Get the rotations that would make a (0,0,1) direction vector point in the same direction as this direction vector.                 /** Thanks to Arras on the Irrlicht foru...
by shadowslair
Sun Oct 09, 2011 1:33 pm
Forum: Beginners Help
Topic: Collision Response Help
Replies: 5
Views: 297

Re: Collision Response Help

That`s right. So the code should be sth like: if (cube1 && camBox.intersectsWithBox(cube1->getTransformedBoundingBox())) {     smgr->addToDeletionQueue(cube1);     cube1 = NULL; } But it is assumed that one has some basic idea of programming. As there`re many possible combinations of solutio...
by shadowslair
Sun Oct 09, 2011 11:52 am
Forum: Beginners Help
Topic: Collision Response Help
Replies: 5
Views: 297

Re: Collision Response Help

http://irrlicht.sourceforge.net/forum/v ... =1&t=44936 to make it invisible. If you want to delete it, use the smgr->addToDeletionQueue(node); or node->remove(); etc.
by shadowslair
Fri Oct 07, 2011 2:23 pm
Forum: Beginners Help
Topic: [SOLVED]intersectsWith strange behaviour
Replies: 2
Views: 290

Re: intersectsWith strange behaviour

My assumption is that the camera doesn`t have any bbox? If you need to check against some bbox around the camera origin you can do sth like:   f32 camHalfsize = 1.0f; // how big?! core::vector3df camExtent(camHalfsize); core::vector3df camPos(camera->getAbsolutePosition()); core::aabbox3df camBox; /...
by shadowslair
Sat Oct 01, 2011 5:04 pm
Forum: Off-topic
Topic: [SOLVED] Irrlicht Bink Shader
Replies: 10
Views: 1904

Re: [SOLVED] Irrlicht Bink Shader

"May the Lord bless the lazy ones feeding us poor programmers. Amen."
by shadowslair
Sat Oct 01, 2011 10:51 am
Forum: Advanced Help
Topic: [Solved] Need help to port OpenGL drawing to Irrlicht
Replies: 12
Views: 1080

Re: Need help to port OpenGL drawing to Irrlicht

No, it`s ok now. You simply rotate your mesh buffer at init time via the manipulator on +-90 degrees on some of the axes to get the correct orientation for the cylinder and you should be fine.
by shadowslair
Sat Oct 01, 2011 10:45 am
Forum: Everything 2d/3d Graphics
Topic: Concept Art / Visual Concept Dev.
Replies: 3
Views: 2169

Re: Concept Art / Visual Concept Dev.

It`s sweet, but you can do better I`m sure. When you work on sth, you usually start with the basic stuff, then add detail. Don`t be scared to use reference material, especially for things you cannot imagine very good. The baloon is usually very big compared to the basket. For a game you can ignore s...
by shadowslair
Fri Sep 30, 2011 9:30 pm
Forum: Beginners Help
Topic: Game Developing?
Replies: 4
Views: 288

Re: Game Developing?

1) If you don`t have even basic idea how things could be done you cannot even work on the game outline, because you won`t know which part of your idea should be possible and which won`t. And if you develop the idea further, you`ll just waste your time. 2) You`ll still need to offer/do sth in order t...