Search found 62 matches

by pilesofspam
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...
by pilesofspam
Wed Apr 21, 2010 3:45 am
Forum: Beginners Help
Topic: Position relative to camera position [SOLVED]
Replies: 8
Views: 727

I always thought so. You are correct, pardon my error. I came back to fix this only to find it already discovered. In order to avoid threadjacking, I'll start a new one after experimenting. Turns out my segfault is due to beamcontrol->drop(); and gets picked up at smgr->drawALL();
by pilesofspam
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...
by pilesofspam
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...
by pilesofspam
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...
by pilesofspam
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 ...
by pilesofspam
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 ...
by pilesofspam
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...
by pilesofspam
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...
by pilesofspam
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...
by pilesofspam
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...
by pilesofspam
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...
by pilesofspam
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,...
by pilesofspam
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...
by pilesofspam
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...