Search found 12 matches

by Jallenbah
Fri Sep 12, 2008 3:49 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Classical list of helpful tips and warnings
Replies: 4
Views: 4571

There's nothing really there which i haven't thought about or heard before, but i would agree with that in general. More than anything, it's persuaded me to actually do some designs.
by Jallenbah
Thu Aug 28, 2008 2:42 pm
Forum: Beginners Help
Topic: Ugly shading
Replies: 6
Views: 391

I recalculated the normals like you said, and it seemed to do the trick. http://img156.imageshack.us/img156/5608/goodshadingkk9.png It's flat shading as you can see, but a shader can soon fix that! Thankyou very much! Oh yeah, the code: irr::scene::IAnimatedMesh* mesh = smgr->getMesh("../media/...
by Jallenbah
Thu Aug 28, 2008 2:06 pm
Forum: Beginners Help
Topic: Ugly shading
Replies: 6
Views: 391

Ugly shading

I made a sword using blender, and it seemed to turn out fine, the texture mapping stayed with it fine too. My problem is that the shading looks terrible when i use a light with it http://img517.imageshack.us/img517/1329/wierdshadingpt4.png As you can see, it's like it only lights up individual faces...
by Jallenbah
Thu Aug 28, 2008 9:12 am
Forum: Beginners Help
Topic: Rotate 2d Image
Replies: 2
Views: 313

If it's a simple heads up display for a game, then i think sprite animation is your best bet, however, if you are making a 2D game, then you will want to do it using 3d planes. However, i don't see much point in that, it would be easier to make a 3D game than do that.
by Jallenbah
Wed Aug 27, 2008 8:41 pm
Forum: Beginners Help
Topic: Slow Motion in game
Replies: 10
Views: 563

If your game is framerate dependant, then it's your own fault for making it that way :P

If it isn't, just deal with the timing.
by Jallenbah
Wed Aug 27, 2008 8:35 pm
Forum: Beginners Help
Topic: Getting the handle of the Irrlicht Window
Replies: 4
Views: 444

I can confirm that the FindWindow() method works fine. I also added a random amount of invisible characters like spaces to the window name so that collisions were unlikely, though it would be unlikely anyway. That Method just mentioned looks like it would work too, but if it ain't broke, don't fix i...
by Jallenbah
Wed Aug 27, 2008 5:14 pm
Forum: Beginners Help
Topic: Getting the handle of the Irrlicht Window
Replies: 4
Views: 444

Ah, that looks about right. I'll try it now and post the result.
by Jallenbah
Wed Aug 27, 2008 4:43 pm
Forum: Beginners Help
Topic: Getting the handle of the Irrlicht Window
Replies: 4
Views: 444

Getting the handle of the Irrlicht Window

Hi. I'm programming using Windows, and in order to use the Input system I want to, as well as some other performance optimisations I feel need adding, I need to get a handle to the window created by Irrlicht. I created it like: device = irr::createDevice(driver_type, irr::core::dimension2d<irr::s32>...
by Jallenbah
Sat Aug 23, 2008 4:25 pm
Forum: Beginners Help
Topic: frame loop when shoot
Replies: 5
Views: 436

Because you're setting the frame loop every rotation of the applications main loop, it's going back to frame 50. Try doing void enemy::shootEn() { if((nodeEn1->getFrameNr() < 50) || (nodeEn1->getFrameNr() >1000)) { nodeEn1->setFrameLoop ( 50,1000 ); nodeEn1->setAnimationSpeed(60); } } That way, it w...
by Jallenbah
Wed Aug 20, 2008 7:06 pm
Forum: Beginners Help
Topic: Getting a value from a listbox
Replies: 5
Views: 403

http://irrlicht.sourceforge.net/docu/cl ... ox.html#a9

How about actually telling us what you're trying?
by Jallenbah
Tue Aug 19, 2008 10:03 am
Forum: Beginners Help
Topic: big object not rendered
Replies: 8
Views: 215

JP wrote:wow... i'm sure i've alway seen it as frustrum, but maybe that it's, i've been seeing it as frustrum, adding the r in myself :lol:

well i think frustrum sounds better anyway...
I thought it was Frustrum too. Wierd.
by Jallenbah
Tue Aug 19, 2008 9:57 am
Forum: Beginners Help
Topic: How to bind a weapon before camera
Replies: 5
Views: 304

It's not really a difficult challenge to work out how to get it to stay there. If you have the cameras current direction, you can point the gun in that direction at all times. Then, using the cameras current position and rotation, you can work out exactly where the gun needs to go. It's the kind of ...