Search found 35 matches

by corban
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 ...
by corban
Sat Jun 19, 2004 4:12 pm
Forum: Bug reports
Topic: compile time 'bug' in CImageLoaderJPG
Replies: 4
Views: 1949

CImageLoaderJPG.cpp: In member function `virtual irr::video::IImage*
irr::video::CImageLoaderJPG::loadImage(irr::io::IReadFile*)':
CImageLoaderJPG.cpp:134: invalid conversion from `u8

(*)(jpeg_decompress_struct*)' to `boolean (*)(jpeg_decompress_struct*)'

make.exe: *** [CImageLoaderJPG.o ...
by corban
Sat Jun 19, 2004 2:12 pm
Forum: Beginners Help
Topic: Map
Replies: 3
Views: 494

bal wrote:Ok, what do you guys prefer for creating maps?
valve's hammer. ok, you can't use some of quake3's features like curves, but i think it's simple to use and makes one productive.

cu
by corban
Sat Jun 19, 2004 12:12 pm
Forum: Bug reports
Topic: compile time 'bug' in CImageLoaderJPG
Replies: 4
Views: 1949

What yu mean by "i installed it 'globally' on my mingw system" ?
i use my mingw/ msys system with many applications and thus have it seperately installed from devc++. and by 'globally' i mean: i went into the irrlicht/jpeg dir and typed ./configure, make, make install using the msys shell and ...
by corban
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 ...
by corban
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

Anonymous wrote:Can Maps be made with 3D Studio Max, and then with the tools be converted for the engine?
afaik irrlicht comes with a 3ds importer, rtfm ;)

cu,
corban
by corban
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


Also, I never made a map myself so what is a wad file? You can't use the jpeg pictures for textures directly?

of course you can use the images directly. but every editor i came across reads them from wad files. a wad file is just some kinda archive for textures. and most textures you'll find on ...
by corban
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
by corban
Sat Jan 17, 2004 1:12 am
Forum: Project Announcements
Topic: ICE - IrrLicht Common Engine Framework v2.0
Replies: 45
Views: 27261


this has only been tested in DevCPP, so when i get home tonight, i'll be making sure it also works in MSVC.

it may sound ignorant (it isn't), don't care 'bout msvc. irrlicht compiles with gcc on windows, and gcc is the cross-platfrom standard. in fact, it is a very good compiler, and a compiler ...
by corban
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 ...
by corban
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 ...
by corban
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 ...
by corban
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
by 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 ...
by corban
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 ...