Search found 24 matches

by _Dum0nde
Sun Oct 23, 2005 7:16 pm
Forum: Advanced Help
Topic: Render to texture
Replies: 3
Views: 516

I can't do that because that's the easy way ;) I want the application to handle everything by itself. I'm working with Japanese kanji, I don't want to continually have to rely and manual input! (there's a lot of kanji!) So, back on the problem. I added a camera, but still, it only renders a blank te...
by _Dum0nde
Sun Oct 23, 2005 2:23 am
Forum: Advanced Help
Topic: Render to texture
Replies: 3
Views: 516

Render to texture

Hello, I want to do something pretty simple needing RTT. I want to draw 1 letter and make it a texture and then render that letter with draw2DImage(); Based on the tutorial, I came out with this code. Unfortunately, it just renders a blank square... video::ITexture *Test::GetLetterTexture(std::wstri...
by _Dum0nde
Fri Oct 21, 2005 4:16 pm
Forum: Advanced Help
Topic: ODE + irrlicht.... good combination?
Replies: 22
Views: 1711

Althought I have no experience with ODE, I believe going with Newton would be a better choice. There seem to have more documentation and projects using that combination (Arena of Honor being a very good example, implementing about every basic feature you could need).
by _Dum0nde
Tue Sep 27, 2005 11:02 pm
Forum: Advanced Help
Topic: Moving a bot around a map
Replies: 3
Views: 567

Hmm... That's what I feared! I guess I'll have to learn Newton then :wink:
by _Dum0nde
Tue Sep 27, 2005 12:09 am
Forum: Advanced Help
Topic: Moving a bot around a map
Replies: 3
Views: 567

Moving a bot around a map

Hi, I would like to move the bots around the map just like the player. I want the bots to be under the effect of gravity and I want collisions to work... I can't really add a FPS camera just like I do for the player... Is there any simple way to do something like GoForward(speed); with the models' n...
by _Dum0nde
Fri Sep 16, 2005 1:01 am
Forum: Advanced Help
Topic: Quake 3's .bsp spawn points and entities, once and for all!
Replies: 0
Views: 340

Quake 3's .bsp spawn points and entities, once and for all!

Ok, this question seems to have been asked quite a few time but no concluding answer has been given and I can't find out what's wrong with what I'm doing. I extract spawn points off the map. With that position, I swap Y and Z and negate the Z (* -1). Using that position, my guy spawns way off the ma...
by _Dum0nde
Wed Sep 14, 2005 12:42 am
Forum: Project Announcements
Topic: Newton/Irrlicht Character Controller Demo update 10/28/05
Replies: 30
Views: 5347

dhenton9000 wrote:First draft at:

http://www.sendmefile.com/00042869

Will add more if there's interest.

Sorry to dig an old thread but the link doesn't work anymore... Would it be possible to upload it again?

Thanks!
by _Dum0nde
Fri Sep 09, 2005 5:07 pm
Forum: Advanced Help
Topic: Using higher poly count model
Replies: 2
Views: 354

Using higher poly count model

MD2 models are... kinda blocky right? I would like to use something better looking (MD3 - UT2K4 type). Is there a way to take a complex model (high poly count) and convert it to MD2 so that I don't need to code myself a loader / animator / renderer for a new format? (time is short) If yes, what form...
by _Dum0nde
Thu Aug 25, 2005 5:10 pm
Forum: Advanced Help
Topic: Unaccurate GUI events
Replies: 0
Views: 299

Unaccurate GUI events

Hi, I'm working on a project using GUI elements. I noticed that unconsistently some events are unaccurate (i.e. they don't get fired up some times). It seems to happens only with the listboxes when there is an item change (when I click on a new item in the list). I have a list box and a static text ...
by _Dum0nde
Thu Aug 18, 2005 11:34 pm
Forum: Advanced Help
Topic: Q3 map data.
Replies: 5
Views: 588

I made the little parser I talked about in my last post. One problem: I spawn on weird positions which are way off. I know vertices are stored strangely in the Q3 format... Could anyone tell me how I need to store the position? I tried switching y and z and doing z *= -1 but that didn't fix it...
by _Dum0nde
Wed Aug 17, 2005 2:28 am
Forum: Advanced Help
Topic: Q3 map data.
Replies: 5
Views: 588

I need this functionality too. I'm thinking of loading the map in Irrlicht normally and then, independently parse the map's header for spawn positions.
by _Dum0nde
Sat Jul 16, 2005 1:36 pm
Forum: Bug reports
Topic: ITextSceneNode visible through walls
Replies: 4
Views: 534

Ok, I'll try render to texture then.

Thanks!
by _Dum0nde
Sat Jul 16, 2005 12:10 am
Forum: Bug reports
Topic: ITextSceneNode visible through walls
Replies: 4
Views: 534

ITextSceneNode visible through walls

I'm not too sure if this can be considered a bug or if it's just how it's meant to be. If I add billboard nodes in my scene, they disapear when hidden by a wall or something. If I add ITextSceneNodes, I would expect them to do the same thing (but they don't...). Is there a possible 'hack' for this (...
by _Dum0nde
Fri Jul 15, 2005 2:54 am
Forum: Advanced Help
Topic: Collision detection with billboard node
Replies: 5
Views: 814

I would also like to draw some text in those targets... 3d text doesn't seem to be supported (or is it?). Is my only option to render to texture and blend the two together?
by _Dum0nde
Thu Jul 14, 2005 11:19 pm
Forum: Advanced Help
Topic: Collision detection with billboard node
Replies: 5
Views: 814

Actually, the scene is very simple... The map, the md2 model and the billboards which are always in front of the model. I tried making the model invisible, but it does the same thing. The area of the target which triggers the collision (the white square) is the same on the 5 targets so I guess it ca...