Search found 9 matches

by Alonguy
Tue Nov 15, 2011 4:20 am
Forum: Beginners Help
Topic: Face's material detection based on raycasting...
Replies: 8
Views: 593

Re: Face's material detection based on raycasting...

Hmm... I suppose I COULD go back to the old way of setting up nodes for different materials. And since I'm now using XEffects for lighting, I don't think the normals should matter, so they don't NEED to be connected... and I'm using Newton for physics and I have separate collision maps for my levels...
by Alonguy
Tue Nov 15, 2011 12:06 am
Forum: Beginners Help
Topic: Face's material detection based on raycasting...
Replies: 8
Views: 593

Face's material detection based on raycasting...

OK, so I was wondering if anyone has a good method for this. I have a player, 3rd-person view. Now, when they walk, I want different sounds to play for footsteps based on the surface they're walking on. I once tried a method where I made every different kind of surface into a separate mesh and detec...
by Alonguy
Sat May 14, 2011 6:29 pm
Forum: Project Announcements
Topic: My Action-RPG engine... (Major WIP)
Replies: 3
Views: 1783

Thanks, I was planning on fixing the animation up, but never got around to it.
And, the transitions would take a little work, but it's doable.
by Alonguy
Sat May 14, 2011 1:02 am
Forum: Project Announcements
Topic: My Action-RPG engine... (Major WIP)
Replies: 3
Views: 1783

My Action-RPG engine... (Major WIP)

Hello, I'm Jason, an 18-year-old C++ programmer/gamer. I've been working on an engine for an action-RPG idea I've had for a while... and just recently, I made a new version using Newton physics engine. To test it, I used levels from Zelda TP. Then I made a video about it - http://www.youtube.com/wat...
by Alonguy
Wed Mar 16, 2011 9:21 pm
Forum: Advanced Help
Topic: Porting B3D support to a closed-source port
Replies: 3
Views: 538

Yeah, I don't like it too much, either! It even makes you display THEIR splash screen. If you choose not to, your device will close after 10 minutes. I was expecting them to AT LEAST add new features before calling it their own, too. Also, it would crash my PSP whenever I set the starting frame of a...
by Alonguy
Wed Mar 16, 2011 3:23 am
Forum: Advanced Help
Topic: Porting B3D support to a closed-source port
Replies: 3
Views: 538

Porting B3D support to a closed-source port

A week ago, I got a PSP, and started programming homebrew for it. While learning about the PSP, I also found out that there was an Irrlicht port for PSP called the "LTE Engine". I was pretty excited, seeing as I love Irrlicht, and have been using it for about 2 years now. I went to go get ...
by Alonguy
Tue Dec 21, 2010 6:20 pm
Forum: Advanced Help
Topic: Ambient Lighting - Possible bug?
Replies: 3
Views: 3094

The mesh was in .obj format, but I used to use .b3d! Apparantly, Blender expot .obj with different material settings or something. Exporting as .b3d worked!
Look:
Image

All is well. Now I just need to fix the skinned/animated version.
by Alonguy
Sat Dec 18, 2010 1:14 am
Forum: Advanced Help
Topic: Ambient Lighting - Possible bug?
Replies: 3
Views: 3094

Ambient Lighting - Possible bug?

Hello, I believe I have a problem that could possibly be a bug. I just recently installed Windows XP Pro on a former Vista computer, and got Visual Studio 2008 Express edition. I got Irrlicht 1.7.2. I also got the latest DirectX SDK. I compiled Irrlicht, set up my enviroment, and began making a simp...
by Alonguy
Mon Feb 01, 2010 3:55 am
Forum: Project Announcements
Topic: Wiirrlicht
Replies: 33
Views: 13444

Is this dead? Please, don't be dead! It would be so awesome to have Irrlicht run on my Wii, because I tried to develpo my own engine for Wii, and failed!