Hi
Just for the first step I recommend you to go into '01.HelloWorld' subdirectory and open HelloWorld.sln. It will compile.
I think that the error you see happens because one of the demos requires irrKlang library which is not present in irrlicht sources.
regards
Koto
Search found 7 matches
- Mon Sep 22, 2008 6:12 pm
- Forum: Beginners Help
- Topic: another compilation error..
- Replies: 4
- Views: 1438
- Mon Sep 22, 2008 4:55 pm
- Forum: Beginners Help
- Topic: Blender + Irrlicht = Going CRAZY 2
- Replies: 7
- Views: 634
Re: here
Go into edit mode select all of your cube's vertices then hit "shift-E"
(I think that's the hot key) to bring up the edge specials menu, choose
"mark seem" then hit "U" choose unwrap, and it will have UV's.
Finally I made it!, the hot key is actually Ctrl+E.
Thanks all of you, especially ...
(I think that's the hot key) to bring up the edge specials menu, choose
"mark seem" then hit "U" choose unwrap, and it will have UV's.
Finally I made it!, the hot key is actually Ctrl+E.
Thanks all of you, especially ...
- Mon Sep 22, 2008 7:14 am
- Forum: Beginners Help
- Topic: Blender + Irrlicht = Going CRAZY 2
- Replies: 7
- Views: 634
- Sun Sep 21, 2008 8:48 pm
- Forum: Beginners Help
- Topic: Blender + Irrlicht = Going CRAZY 2
- Replies: 7
- Views: 634
Blender + Irrlicht = Going CRAZY 2
Hi.
I do following steps:
1. Start Blender, it creates a default cube.
2. Export the scene to 3ds or x format.
3. Run IrrEdit, import the newly created 3ds or x file.
4. Go to 'Materials' tab and double click one of the textures shipped with the IrrEdit, e.g. default_texture.png
The texture is ...
I do following steps:
1. Start Blender, it creates a default cube.
2. Export the scene to 3ds or x format.
3. Run IrrEdit, import the newly created 3ds or x file.
4. Go to 'Materials' tab and double click one of the textures shipped with the IrrEdit, e.g. default_texture.png
The texture is ...
- Tue Aug 26, 2008 7:30 am
- Forum: Beginners Help
- Topic: how to programically remove part of model
- Replies: 4
- Views: 276
- Mon Aug 25, 2008 5:21 pm
- Forum: Beginners Help
- Topic: how to programically remove part of model
- Replies: 4
- Views: 276
how to programically remove part of model
Hi,
I've a node loaded into my scene. The node is created by loading dwarf.x
http://www.psionic3d.co.uk/gallery/albums/uploads/Free%20Stuff/3D%20Models/dwarf.zip
I'd like to programically remove (or hide) the axe (joint called "weapon") from his hand.
Is it possible with the engine?
Koto
I've a node loaded into my scene. The node is created by loading dwarf.x
http://www.psionic3d.co.uk/gallery/albums/uploads/Free%20Stuff/3D%20Models/dwarf.zip
I'd like to programically remove (or hide) the axe (joint called "weapon") from his hand.
Is it possible with the engine?
Koto
- Sun Aug 24, 2008 3:11 pm
- Forum: Beginners Help
- Topic: Modified third person camera troubles
- Replies: 13
- Views: 1576
Modified third person camera troubles
Hi,
The problem is that setTarget method is "pure virtual method" one, declared in the ICameraSceneNode class. Thus you can not call it from your's derived class.
Also my compiler issued such a warning :
warning C4584: 'ThirdPersonCamera' : base-class 'irr::IEventReceiver' is already a base-class ...
The problem is that setTarget method is "pure virtual method" one, declared in the ICameraSceneNode class. Thus you can not call it from your's derived class.
Also my compiler issued such a warning :
warning C4584: 'ThirdPersonCamera' : base-class 'irr::IEventReceiver' is already a base-class ...