Search found 120 matches

by bonsalty
Wed May 21, 2014 7:03 pm
Forum: Beginners Help
Topic: Camera target animator missing?
Replies: 2
Views: 295

Re: Camera target animator missing?

Well, its not that hard to code (simple interpolation), but I suggest it should be implemented in the next release, because its very practical.
by bonsalty
Wed May 21, 2014 5:56 pm
Forum: Beginners Help
Topic: Camera target animator missing?
Replies: 2
Views: 295

Camera target animator missing?

Hey! I started to work around with the animated camera yet, which is very convenient. The adding of the createFollowSplineAnimator(..) to the cam however updates only positions, while the target remains as set before. Is there any way to update the camera's target at the same time? (I mean updating ...
by bonsalty
Wed May 21, 2014 5:44 pm
Forum: Bug reports
Topic: Quake3 bsp map : Shader issue, question.
Replies: 3
Views: 2265

Re: Quake3 bsp map : Shader issue, question.

I did not have time, later I will do that. Though the description for the alternative above will help for those who are having troubles with transparency and q3 water yet.
by bonsalty
Fri May 16, 2014 9:29 am
Forum: Beginners Help
Topic: Quake3 map, GEEE ... where are my elevators ???!
Replies: 6
Views: 775

Re: Quake3 map, GEEE ... where are my elevators ???!

***********SOLVED************* Thanks, marvelous! Took the code from there and it works, now those elevators, doors etc also appear with the bsp but without the rotating, moving animations. Since you can get a reference to the meshes its very easy to make them animated like in the game. For those wh...
by bonsalty
Thu May 15, 2014 11:40 am
Forum: Beginners Help
Topic: Quake3 map, GEEE ... where are my elevators ???!
Replies: 6
Views: 775

Re: Quake3 map, GEEE ... where are my elevators ???!

Mipmap disable can also do the job...
driver->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, false);
Thanks, will check the links above.
by bonsalty
Thu May 15, 2014 9:21 am
Forum: Beginners Help
Topic: Quake3 map, GEEE ... where are my elevators ???!
Replies: 6
Views: 775

Re: Quake3 map, GEEE ... where are my elevators ???!

OK thanks I get it, but my stupid question would be :what is the "patches tracker"? Im doing advanced search across the forum since hours and havent found it. There are examples how to find the position for the players starting position or how to add external md2 animations, but the thing ...
by bonsalty
Wed May 14, 2014 4:06 pm
Forum: Beginners Help
Topic: Quake3 map, GEEE ... where are my elevators ???!
Replies: 6
Views: 775

Quake3 map, GEEE ... where are my elevators ???!

After solving the transparency issues with the shader, I came across another puzzle: As you know quake3 bsp maps can have elevators, rotating objects and other stuff by default. I have a moving brigde over sewage treatment settler, which is called func_bobbing in gtkradiant "Solid entity that o...
by bonsalty
Wed May 14, 2014 3:35 pm
Forum: Bug reports
Topic: Quake3 bsp map : Shader issue, question.
Replies: 3
Views: 2265

Re: Quake3 bsp map : Shader issue, question.

***** PARTIAL SOLUTION ********** I did not have time to check the irrlicht source code, but experimented little with the quake3 shader scripts, this is what I come up with: 1) ----------------- TRANSPARENCY PROBLEMS ---------- The support for the quake3 shaders for solids work fine, but transparenc...
by bonsalty
Wed Apr 30, 2014 3:10 pm
Forum: Bug reports
Topic: Quake3 bsp map : Shader issue, question.
Replies: 3
Views: 2265

Quake3 bsp map : Shader issue, question.

Hi, greetings! Please I need help: I tried now Irrlicht example 16 and 21 to load my quake3 map (pk3 zip file containing scripts, texture, bsp), but found some issues (I get no load errors ) See picture: http://s25.postimg.org/vtklg67tb/versus.jpg 1) Transparent shaders are loaded as solid. See blac...
by bonsalty
Mon Oct 11, 2010 11:41 am
Forum: Beginners Help
Topic: OpenGL 3.0 question- problem
Replies: 0
Views: 501

OpenGL 3.0 question- problem

My visual c++ compiler tells me that Im using OpenGL 3.0 render. Its ok until I try to run the program on several machines. On some older graphic cards I see only a blank white window, while on some machines I cant render the screen to texture (No screenshot available, just a black picture). Can I s...
by bonsalty
Tue Aug 31, 2010 9:46 am
Forum: Beginners Help
Topic: IImage problem on IntelGraphic
Replies: 7
Views: 547

Thanks problem is solved by using POT. Those Mobile Intel grapghics card may not support filtering causing ugly images when they are resized by Irrlicht.
by bonsalty
Mon Aug 30, 2010 4:44 pm
Forum: Beginners Help
Topic: IImage problem on IntelGraphic
Replies: 7
Views: 547

One more interesting thing:
Check out the big orange layer button on the left side.
The upper 3/4 of the image seems to show up correctly, while the lower 1/4 of the image is distorted...
by bonsalty
Mon Aug 30, 2010 4:36 pm
Forum: Beginners Help
Topic: IImage problem on IntelGraphic
Replies: 7
Views: 547

http://img153.imageshack.us/img153/2201/thegoodbadugly.jpg Basicly the code is simple, but its wrapped : void Image::New(CString path_of_texture,Irrlicht_params *ip,int x, int y) { Remove(); params=ip; if (_access(path_of_texture.GetBuffer(),NULL)!=-1 ){ video::IImage *myIImage=params->driver->crea...
by bonsalty
Mon Aug 30, 2010 2:45 pm
Forum: Beginners Help
Topic: IImage problem on IntelGraphic
Replies: 7
Views: 547

IImage problem on IntelGraphic

I've tested IImage and it works fine on most cards. On the Mobile IntelR 945 chipset cards they look horrible. Its like a resized picture - some lines of pixels are lost. However I dont do any resize. What should I do? Has anybody encountered this problem? (The problem exist in DirectX-OpenGL render...
by bonsalty
Wed Aug 18, 2010 1:09 pm
Forum: Advanced Help
Topic: Unexpected behaviour with customscenenedes and vector
Replies: 1
Views: 613

Unexpected behaviour with customscenenedes and vector

I have a wrapper class for drawing lines: class Line : public VertexBuffer{ int id; public: Line():VertexBuffer(){id=-1;} void AddLine(double x1, double y1,double z1, double x2,double y2, double z2); virtual void render(); void SetID(int ID); int GetID(); }; where vertexbuffer class holds the vertic...