Search found 15 matches

by MarvLeonidasX
Tue Nov 17, 2009 9:00 pm
Forum: Beginners Help
Topic: MouseWheel move Camera
Replies: 16
Views: 996

Here is a snippet: virtual bool OnEvent(const SEvent& event) { cam_pos = camera->getPosition(); if(event.EventType == EET_MOUSE_INPUT_EVENT) { // Camera Zoom if(eventp.Event == EMIE_MOUSE_WHEEL) { if(cam_pos.getLength() > 100 || cam_pos.getLength() < 600) { cam_pos = cam_pos.setLength( cam_pos.g...
by MarvLeonidasX
Sat Nov 14, 2009 6:08 am
Forum: Beginners Help
Topic: Rotating toward a clicked point
Replies: 2
Views: 416

Rotating toward a clicked point

How do you rotate a vector to face a clicked point. Like in many RPG's when you click on a spot on the ground and your character changes his/her facing toward to clicked spot as he/she moves towards it?

I hope I am making sense.
by MarvLeonidasX
Fri Nov 06, 2009 5:03 am
Forum: Bug reports
Topic: Irrlicht 1.6 opengl shadows buf
Replies: 5
Views: 1210

Nope. Its from Rogue Spear.
by MarvLeonidasX
Tue Oct 27, 2009 6:18 am
Forum: Bug reports
Topic: [fixed] Issue with collision
Replies: 20
Views: 3864

Yes I have almost the same problem, but mine is distance based not positional: The node the ray intersects with is only "detected" if the camera is really close to said node. But in 1.51 the collision detection behaves as it should. Now some may say, "Well, if it works in 1.51 but not...
by MarvLeonidasX
Wed Oct 21, 2009 6:38 am
Forum: Beginners Help
Topic: ISceneCollisionManager behaving differently from 1.51 to 1.6
Replies: 3
Views: 288

Thank you both for the responses. To answer your question DavidJE13, I am getting my ray from getRayFromScreenCoordinates(), which according to the API returns a "Ray starting from the position of the camera and ending at a length of the far value of the camera at a position which would be behi...
by MarvLeonidasX
Tue Oct 20, 2009 5:31 am
Forum: Beginners Help
Topic: ISceneCollisionManager behaving differently from 1.51 to 1.6
Replies: 3
Views: 288

ISceneCollisionManager behaving differently from 1.51 to 1.6

Is there a range limitation in 1.6 for GetSceneNodeFromRayBB() and GetSceneNodeFromScreenCoordinatesBB()? In Irrlicht 1.51 I was able to pick a node using either of the functions as long as the node was visible. In 1.6 the camera has to be REALLY close to the node (like within 200 or so) in order to...
by MarvLeonidasX
Tue Oct 20, 2009 5:01 am
Forum: Beginners Help
Topic: Gmax + .x
Replies: 9
Views: 601

For legal reasons I understand why you wouldn't want to allow discussions of things that violate EULA's on your forums. However, I have noticed on several forums the trend for people to get their "feathers ruffled" anytime the subject of gmax exporter's is brought up. Its as if they have a...
by MarvLeonidasX
Sun Oct 18, 2009 5:44 pm
Forum: Beginners Help
Topic: Gmax + .x
Replies: 9
Views: 601

I spent several hours searching for this very same solution once I discovered that md3's don't cast shadows in Irrlicht. Its seems like more than a coincidence that none of the formats Irrlicht (and ORGE for that matter) support can be exported from gmax. Except md3's and ye olde md2's. I would love...
by MarvLeonidasX
Sat Oct 17, 2009 1:50 pm
Forum: Beginners Help
Topic: 3dvectors and node rotation
Replies: 2
Views: 207

Thanks for the tip. It sounds like quaternions ARE the droids I'm looking for! And looking at the source code is a brilliant idea. I spent so much time scouring the API documentation that I didn't even think of the actual source. Dee tuh dee.
by MarvLeonidasX
Sat Oct 17, 2009 6:52 am
Forum: Beginners Help
Topic: 3dvectors and node rotation
Replies: 2
Views: 207

3dvectors and node rotation

So, a node's rotation is based on a vector3d, and a vector3d is made up of an x, y, and z of type s32 or f32. So what does the value of say z represent? Is it a range 2147483647 to -2147483648 ? Obviously not degrees unless we do some division. How would I make a 90 degree change to one of a vector'...
by MarvLeonidasX
Sat Oct 17, 2009 5:20 am
Forum: Bug reports
Topic: Irrlicht 1.6 opengl shadows buf
Replies: 5
Views: 1210

See...

Image
by MarvLeonidasX
Sat Oct 17, 2009 4:33 am
Forum: Bug reports
Topic: Irrlicht 1.6 opengl shadows buf
Replies: 5
Views: 1210

Yes I get the same thing, except when using .md3 meshes which don't cast shadows at all...
by MarvLeonidasX
Fri Oct 09, 2009 5:49 pm
Forum: Bug reports
Topic: MD3 exported from gmax not casting shadows
Replies: 3
Views: 669

...sound of crickets chirping... Okay, so I was looking into this further, and I noticed all the tutorial examples use .md2 and .x and .b3d formats...no .md3's. So now I have to ask a broader question: Is anyone using .md3's in their own projects? And if so, do you use shadows? Do they work? I could...
by MarvLeonidasX
Fri Oct 09, 2009 4:16 pm
Forum: Bug reports
Topic: MD3 exported from gmax not casting shadows
Replies: 3
Views: 669

Okay, so its not just my .md3's. I used an animated .md3 from Quake3 and still no shadows...
by MarvLeonidasX
Fri Oct 09, 2009 3:24 pm
Forum: Bug reports
Topic: MD3 exported from gmax not casting shadows
Replies: 3
Views: 669

MD3 exported from gmax not casting shadows

I have a simple .bsp level which loads and show textures with no problems. I have three different models: 1) A medium-polygon animated character (.md3). 2) A low-poly non-animated statue (.md3). 3) Another low-poly non-animated statue (.3ds). Neither of the .md3 models will cast shadows, while the ....