Search found 62 matches
- Tue May 04, 2010 5:17 am
- Forum: Beginners Help
- Topic: Noob needs help with camera rotation :)
- Replies: 9
- Views: 3648
Hope I'm not too late to the party to help. I ran across the same problem and naturally found this thread. I wanted to be able to rotate and move at the same time with joystick control, so I did the forward backward the same way, but then translated the camera target left and right by the rotation f...
- Wed Apr 21, 2010 3:45 am
- Forum: Beginners Help
- Topic: Position relative to camera position [SOLVED]
- Replies: 8
- Views: 727
- Wed Apr 21, 2010 2:43 am
- Forum: Beginners Help
- Topic: Position relative to camera position [SOLVED]
- Replies: 8
- Views: 727
Sorry to post again and bump this already solved issue- BUT if anybody looks to this as an example, be aware of the following in the first post of the thread: This line: if (beamcontrol) {beamcontrol->drop(); beamcontrol = NULL; } causes a segfault sometimes after compiling under linux gcc. gdb repo...
- Tue Apr 20, 2010 9:11 pm
- Forum: Beginners Help
- Topic: Position relative to camera position [SOLVED]
- Replies: 8
- Views: 727
Thanks guys! Vitek, that got me thinking- you're right, a rotation vector isn't going to give me a proper direction when normalized, but the camera DIRECTION should. Then I can pick a spot where the dot product is 0- a translation directly right or left of the camera direction- and use this (it work...
- Tue Apr 20, 2010 5:26 pm
- Forum: Beginners Help
- Topic: Position relative to camera position [SOLVED]
- Replies: 8
- Views: 727
No- but I'm using the fps camera. I plan to change it eventually and I'll remember that. Thanks! I'm getting the correct rotation, as my projectile is oriented correctly on exit, but the origin of the projectile is wrong, and inconsistent (not between identical shots, but between different camera ro...
- Tue Apr 20, 2010 5:03 am
- Forum: Beginners Help
- Topic: Position relative to camera position [SOLVED]
- Replies: 8
- Views: 727
Position relative to camera position [SOLVED]
I've got this space game I'm making, and so far everything is going well, except I'm trying to create some projectile-beams from the sides of the spaceship you're flying, shooting at the camera target. Eventually, I want to be able to shoot these at a target you click with your mouse/crosshair, but ...
- Tue Mar 23, 2010 12:48 am
- Forum: Beginners Help
- Topic: addSphereSceneNode with a parent [SOLVED]
- Replies: 3
- Views: 1349
Many thanks to zillion42, I've got something pretty simple that I can work with. Here's an example that makes the moon rotate around the earth. Create an empty Iscenenode, make it the parent of both the planet and the moon. Then do a flycircleanimator on the empty parent scene node to make it orbit ...
- Mon Mar 22, 2010 8:59 pm
- Forum: Beginners Help
- Topic: addSphereSceneNode with a parent [SOLVED]
- Replies: 3
- Views: 1349
@zillion42- Thanks! I'll spend some time going over it in more detail tonight, but it looks like you're doing a much more physically detailed version of the solar system. I'm going back to basics- if I take the specific case of planet 2 (earth) it appears that you create an empty scene node (planetN...
- Mon Mar 22, 2010 4:29 am
- Forum: Beginners Help
- Topic: addSphereSceneNode with a parent [SOLVED]
- Replies: 3
- Views: 1349
addSphereSceneNode with a parent [SOLVED]
Got an application where I'm creating a fun little solar system. The sun is at the center of the irrlicht universe (0,0,0) and I've got a bunch of planets rotating around it. All of this was pretty easy with irrlicht up until I started adding some moons around the planets. I'm using addSphereSceneNo...
- Thu Feb 18, 2010 6:41 pm
- Forum: Beginners Help
- Topic: irrb getting shapes wrong on mesh export [solved]
- Replies: 4
- Views: 283
Thank you all very much. After choosing option 1 (applying the scale in blender with CTRL+A) the mesh export came out like I expected. I think I understand what I just did, but I'll need to study that a bit. http://www.gdn.net/~dbarr/rafiles/rightsaucer2.jpg Virion- that's pretty neat! The color sim...
- Thu Feb 18, 2010 4:23 pm
- Forum: Beginners Help
- Topic: irrb getting shapes wrong on mesh export [solved]
- Replies: 4
- Views: 283
irrb getting shapes wrong on mesh export [solved]
I'm back... Turns out that after a good bit of fooling around, I'm beginning to like Blender. I'm using irrb with walktest to determine when I'm getting the results I was shooting for, and that works well. Here's the problem. I made a simple UFO. In walktest it looks like this: http://www.gdn.net/~d...
- Mon Feb 08, 2010 5:13 pm
- Forum: Beginners Help
- Topic: Exporting from Blender doesn't look right in irrlich[SOLVED]
- Replies: 4
- Views: 620
Had to walk a little before I run- here's a simplified UFO in iwalktest. Normals are correct, and I've got a semi-transparent png mapped onto the dome. The rest is left pretty much flat grey for now. From here I can see where I'm going. Thanks for your help with the normals, the tutorials and irrb m...
- Thu Feb 04, 2010 5:25 pm
- Forum: Beginners Help
- Topic: Exporting from Blender doesn't look right in irrlich[SOLVED]
- Replies: 4
- Views: 620
PS Are you showing backfaces inside irrlicht? Yes! Flipping the normals sounds like exactly what I need to do to fix this issue. Thank you! The irrb Tutorials contains a link on how to setup/export transparent materials using irrb. I didn't download and try irrb until after midnight, so admittedly,...
- Thu Feb 04, 2010 2:58 pm
- Forum: Beginners Help
- Topic: Exporting from Blender doesn't look right in irrlich[SOLVED]
- Replies: 4
- Views: 620
Exporting from Blender doesn't look right in irrlich[SOLVED]
I modeled and textured a flying saucer in Blender, and then exported to pretty much everything: .x, .3ds. and even used irrb to export to an irrmesh file. The problem is that I can easily load my mesh, but it doesn't look right. Here's the problems: 1. Some of the materials I've chosen have some tra...
- Wed May 13, 2009 3:22 am
- Forum: Beginners Help
- Topic: [solved]particleEmitter location on parent
- Replies: 3
- Views: 380
Thank you Travis! That did it. Now I get it. Here's the important parts of the code for anybody who's just tuning in. Watch for this line: ishipTransform.transformVect( BallPos );: if (activecannonballs > 0) { core::vector3df nodePosition = cannonball->getPosition(); core::vector3df shipPosition = s...