Search found 35 matches
- Sun Jun 20, 2004 1:36 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: tut: making maps (hammer etc, without q3)
- Replies: 16
- Views: 8601
Or can I use a 8bit version of my texture in the wad file made with Wally to create my map, then copy manually the other versions of my textures with more colors, jpeg fomat and exactly the same names in the work/baseq3/textures (instead than using Package>Export Selected in wally) ?? :?:
Do you ...
- Sat Jun 19, 2004 4:12 pm
- Forum: Bug reports
- Topic: compile time 'bug' in CImageLoaderJPG
- Replies: 4
- Views: 1949
- Sat Jun 19, 2004 2:12 pm
- Forum: Beginners Help
- Topic: Map
- Replies: 3
- Views: 494
- Sat Jun 19, 2004 12:12 pm
- Forum: Bug reports
- Topic: compile time 'bug' in CImageLoaderJPG
- Replies: 4
- Views: 1949
- Fri Jun 18, 2004 4:28 pm
- Forum: Bug reports
- Topic: compile time 'bug' in CImageLoaderJPG
- Replies: 4
- Views: 1949
compile time 'bug' in CImageLoaderJPG
hi there,
i can only compile irrlicht .6 (mingw/devc++) when changing the definition (and the impl) of this function:
static u8 fill_input_buffer (j_decompress_ptr cinfo);
to this:
static int fill_input_buffer (j_decompress_ptr cinfo);
note: though i use the version of jpeglib that comes with ...
i can only compile irrlicht .6 (mingw/devc++) when changing the definition (and the impl) of this function:
static u8 fill_input_buffer (j_decompress_ptr cinfo);
to this:
static int fill_input_buffer (j_decompress_ptr cinfo);
note: though i use the version of jpeglib that comes with ...
- Fri Jun 18, 2004 1:44 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: tut: making maps (hammer etc, without q3)
- Replies: 16
- Views: 8601
- Fri Jun 18, 2004 7:55 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: tut: making maps (hammer etc, without q3)
- Replies: 16
- Views: 8601
- Thu Jun 17, 2004 9:24 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: tut: making maps (hammer etc, without q3)
- Replies: 16
- Views: 8601
tut: making maps (hammer etc, without q3)
hi there,
i wrote a small tutorial on how to make maps for irrlicht with hammer/quark/whatever without the need of quake 3 and id's compile tools:
bsp tutorial
cu,
corban
i wrote a small tutorial on how to make maps for irrlicht with hammer/quark/whatever without the need of quake 3 and id's compile tools:
bsp tutorial
cu,
corban
- Sat Jan 17, 2004 1:12 am
- Forum: Project Announcements
- Topic: ICE - IrrLicht Common Engine Framework v2.0
- Replies: 45
- Views: 27261
- Sat Dec 20, 2003 6:57 pm
- Forum: Beginners Help
- Topic: New to game developement so noobie questions
- Replies: 2
- Views: 844
Re: New to game developement so noobie questions
Hi all,
I'm doing a game based on the Warhammer tabletop games from www.games-workshop.com Its a hobby project to learn C++. I've got the game logic and units sorted but I've no experience of working with graphics.
What I need are 3 essential elements:
1. A control panel along the bottom which ...
I'm doing a game based on the Warhammer tabletop games from www.games-workshop.com Its a hobby project to learn C++. I've got the game logic and units sorted but I've no experience of working with graphics.
What I need are 3 essential elements:
1. A control panel along the bottom which ...
- Sat Dec 06, 2003 10:52 pm
- Forum: Advanced Help
- Topic: addMeshSceneNode() problem
- Replies: 0
- Views: 1601
addMeshSceneNode() problem
hi there,
i created an SMesh with some mesh buffers holding the geometry. when i want to add it via SceneManager with the addMeshSceneNode() method i get a segsegv in the CMeshSceneNode::getBoundingBox() method. i called recalculateBoundingBox() on the buffers and on the mesh, and i can get the ...
i created an SMesh with some mesh buffers holding the geometry. when i want to add it via SceneManager with the addMeshSceneNode() method i get a segsegv in the CMeshSceneNode::getBoundingBox() method. i called recalculateBoundingBox() on the buffers and on the mesh, and i can get the ...
- Sat Dec 06, 2003 10:52 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht isnt just a good engine , it is the best engine!!
- Replies: 12
- Views: 4038
Only engine I've really got into before this was Half-Life. Of course, it's ever so slightly faster and prettier, and the netcode is nice, but it was limiting for what I wanted to do :D.
hm, i think it's not possible to use with gcc, is it? anyway, the download was too big for my poor connection ...
hm, i think it's not possible to use with gcc, is it? anyway, the download was too big for my poor connection ...
- Sat Dec 06, 2003 10:41 pm
- Forum: Beginners Help
- Topic: drawImage2D and lightmaps
- Replies: 0
- Views: 480
drawImage2D and lightmaps
hi there,
i'm drawing my crosshair-cursor with driver->drawImage2D() after everything else is drawn and it works fine until i use the lightmap-feature from a .bsp-file (using lightmap textures). the image is just black. any suggestions?
greets,
corban
i'm drawing my crosshair-cursor with driver->drawImage2D() after everything else is drawn and it works fine until i use the lightmap-feature from a .bsp-file (using lightmap textures). the image is just black. any suggestions?
greets,
corban
- Sat Dec 06, 2003 10:35 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Irrlicht isnt just a good engine , it is the best engine!!
- Replies: 12
- Views: 4038
Re: Irrlicht isnt just a good engine , it is the best engine
I've tried a dozen of engines (r3d, neo, ogre, appocalypx, ca3d, ogl in sdl, jet3d, panavision, g3d, crystal space)
same with me, after a couple of tries i got crystal space compiled (win32 + gcc and it works only after i changed some typedefs in libjpeg, hoomhoom), but all 3d routines and demos ...
same with me, after a couple of tries i got crystal space compiled (win32 + gcc and it works only after i changed some typedefs in libjpeg, hoomhoom), but all 3d routines and demos ...
- Fri Nov 28, 2003 11:57 am
- Forum: Advanced Help
- Topic: enhancement of bsp importer
- Replies: 2
- Views: 2041
It would be possible to add some extra methods to the .bsp mesh interface, for letting it create the entities, or at least to get the data out of it. that would be cool. i think a method to get the entity meshes with their names (maybe a map or two arrays or whatever) and a method to get the entity ...