Search found 7 matches

by koto
Mon Sep 22, 2008 6:12 pm
Forum: Beginners Help
Topic: another compilation error..
Replies: 4
Views: 1444

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
by koto
Mon Sep 22, 2008 4:55 pm
Forum: Beginners Help
Topic: Blender + Irrlicht = Going CRAZY 2
Replies: 7
Views: 636

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 ...
by koto
Mon Sep 22, 2008 7:14 am
Forum: Beginners Help
Topic: Blender + Irrlicht = Going CRAZY 2
Replies: 7
Views: 636

Hi guys, thanks for responses.


You need to make sure the cube is properly UV mapped. That or use the linear mapping modifier option in irredit.

I'd like to try 'linear mapping modifier' but I can't find it in irredit :(

The second sceniario is I apply a texture to a cube in blender it renders ...
by koto
Sun Sep 21, 2008 8:48 pm
Forum: Beginners Help
Topic: Blender + Irrlicht = Going CRAZY 2
Replies: 7
Views: 636

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 ...
by koto
Tue Aug 26, 2008 7:30 am
Forum: Beginners Help
Topic: how to programically remove part of model
Replies: 4
Views: 276

Hi,

A better way could be to remove the weapon completely in a 3d modelling tool and use a separate weapon node. That one can be attached to the joint and animated as before. Exchanging the weapon would happen using the usual scene node interface.

Yes I also came to this idea, unfortunately ...
by koto
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
by koto
Sun Aug 24, 2008 3:11 pm
Forum: Beginners Help
Topic: Modified third person camera troubles
Replies: 13
Views: 1578

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 ...