Search found 120 matches
- Wed May 21, 2014 7:03 pm
- Forum: Beginners Help
- Topic: Camera target animator missing?
- Replies: 2
- Views: 389
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.
- Wed May 21, 2014 5:56 pm
- Forum: Beginners Help
- Topic: Camera target animator missing?
- Replies: 2
- Views: 389
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 ...
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 ...
- Wed May 21, 2014 5:44 pm
- Forum: Bug reports
- Topic: Quake3 bsp map : Shader issue, question.
- Replies: 3
- Views: 2414
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.
- Fri May 16, 2014 9:29 am
- Forum: Beginners Help
- Topic: Quake3 map, GEEE ... where are my elevators ???!
- Replies: 6
- Views: 898
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 ...
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 ...
- Thu May 15, 2014 11:40 am
- Forum: Beginners Help
- Topic: Quake3 map, GEEE ... where are my elevators ???!
- Replies: 6
- Views: 898
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.
driver->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, false);
Thanks, will check the links above.
- Thu May 15, 2014 9:21 am
- Forum: Beginners Help
- Topic: Quake3 map, GEEE ... where are my elevators ???!
- Replies: 6
- Views: 898
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 is, I need ...
There are examples how to find the position for the players starting position or how to add external md2 animations, but the thing is, I need ...
- Wed May 14, 2014 4:06 pm
- Forum: Beginners Help
- Topic: Quake3 map, GEEE ... where are my elevators ???!
- Replies: 6
- Views: 898
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 ...
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 ...
- Wed May 14, 2014 3:35 pm
- Forum: Bug reports
- Topic: Quake3 bsp map : Shader issue, question.
- Replies: 3
- Views: 2414
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 ...
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 ...
- Wed Apr 30, 2014 3:10 pm
- Forum: Bug reports
- Topic: Quake3 bsp map : Shader issue, question.
- Replies: 3
- Views: 2414
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 ...
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 ...
- Mon Oct 11, 2010 11:41 am
- Forum: Beginners Help
- Topic: OpenGL 3.0 question- problem
- Replies: 0
- Views: 611
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 ...
Can I ...
- Tue Aug 31, 2010 9:46 am
- Forum: Beginners Help
- Topic: IImage problem on IntelGraphic
- Replies: 7
- Views: 669
- Mon Aug 30, 2010 4:44 pm
- Forum: Beginners Help
- Topic: IImage problem on IntelGraphic
- Replies: 7
- Views: 669
- Mon Aug 30, 2010 4:36 pm
- Forum: Beginners Help
- Topic: IImage problem on IntelGraphic
- Replies: 7
- Views: 669
- Mon Aug 30, 2010 2:45 pm
- Forum: Beginners Help
- Topic: IImage problem on IntelGraphic
- Replies: 7
- Views: 669
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 ...
- Wed Aug 18, 2010 1:09 pm
- Forum: Advanced Help
- Topic: Unexpected behaviour with customscenenedes and vector
- Replies: 1
- Views: 671
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 ...
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 ...