I think JP (the author of the irrPhysics wrapper) have done some sort of code that allowed you to load .irr files and apply physics on its scene nodes (but does not use plugins like irrode). This was done in irrlicht 1.5 so i don't know if still works properly.
Here's the link if you want to try it ...
Search found 39 matches
- Thu Jan 13, 2011 10:48 pm
- Forum: Beginners Help
- Topic: irredit physics projects?
- Replies: 2
- Views: 437
- Sun Jan 09, 2011 9:36 pm
- Forum: Beginners Help
- Topic: tangents
- Replies: 1
- Views: 286
No, with irrlicht you can't create tangent for animated meshes,only for the static ones (as it would require a recomputation of the tangents every frame update i think ).
However, if you want to use normal maps on animated meshes,you can grab a shader on the forum that allows you to do it.
GLSL and ...
However, if you want to use normal maps on animated meshes,you can grab a shader on the forum that allows you to do it.
GLSL and ...
- Mon Dec 13, 2010 7:18 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Best blender tuts for game dev I've seen!
- Replies: 29
- Views: 51462
- Mon Dec 06, 2010 1:18 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month December 2010 [Winner announced!]
- Replies: 64
- Views: 31670
I hope he means that he created the scene in blender, but rendered the screenshot with Irrlicht.
Exactly, I made the models and the scene in blender, exported to a b3d file and finally loaded in irrlicht with my shader... I can prove that if you really want to.
Sorry for the misunderstanding :oops ...
Exactly, I made the models and the scene in blender, exported to a b3d file and finally loaded in irrlicht with my shader... I can prove that if you really want to.
Sorry for the misunderstanding :oops ...
- Sun Dec 05, 2010 3:17 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month December 2010 [Winner announced!]
- Replies: 64
- Views: 31670
- Sun Nov 21, 2010 1:08 pm
- Forum: Beginners Help
- Topic: Animated objects with a collision response animator...
- Replies: 5
- Views: 2124
- Sat Nov 20, 2010 10:29 pm
- Forum: Beginners Help
- Topic: Animated objects with a collision response animator...
- Replies: 5
- Views: 2124
I had a similar problem sometime ago.
I solved it by removing the collision response animator to my node, changing position with setPosition() and re-creating the collision response animator.
It seems that when you set a new position, the animator does not update properly ,so you have to "reset it ...
I solved it by removing the collision response animator to my node, changing position with setPosition() and re-creating the collision response animator.
It seems that when you set a new position, the animator does not update properly ,so you have to "reset it ...
- Fri Nov 19, 2010 7:22 pm
- Forum: Beginners Help
- Topic: shadows with normal-maps?
- Replies: 2
- Views: 522
Not with standard irrlicht, because, as you've pointed out, you can use stencil buffer shadows only on AnimatedMeshSceneNodes, but for normal maps you need to create a mesh with tangent with createMeshWithTangents(), which requires an IMesh and that's incompatible with the addAnimatedMeshSceneNode ...
- Sun Nov 14, 2010 4:40 pm
- Forum: Beginners Help
- Topic: Using Irrlicht with Visual C++ 2010
- Replies: 10
- Views: 3092
- Sat Nov 13, 2010 9:59 pm
- Forum: Beginners Help
- Topic: Using Irrlicht with Visual C++ 2010
- Replies: 10
- Views: 3092
- Sat Nov 13, 2010 7:47 pm
- Forum: Beginners Help
- Topic: Using Irrlicht with Visual C++ 2010
- Replies: 10
- Views: 3092
Are you sure you have set up directories correctly?
After you've created your project, you have to right-click on your project, select properties and under configuration properties select VC++ Directories and set your include and lib paths. Then click apply and every should be fine.
If you've done ...
After you've created your project, you have to right-click on your project, select properties and under configuration properties select VC++ Directories and set your include and lib paths. Then click apply and every should be fine.
If you've done ...
- Tue Nov 09, 2010 3:39 pm
- Forum: Beginners Help
- Topic: collision on animated mesh loaded with coppercube
- Replies: 2
- Views: 679
- Sat Nov 06, 2010 4:07 pm
- Forum: Beginners Help
- Topic: Problems with Tutorial 09
- Replies: 2
- Views: 370
- Tue Oct 26, 2010 6:54 pm
- Forum: Beginners Help
- Topic: Collision bug?
- Replies: 2
- Views: 389
I'm not sure if collision detection can be done using a normal triangle selector on an animated mesh scene node. For animeted nodes i would go rather with a bounding box triangle selector. Try subsitute your model->setTriangleSelector(smgr->createTriangleSelector(smgr->getMesh("models/test_anim.md3 ...
- Tue Oct 26, 2010 4:18 pm
- Forum: Everything 2d/3d Graphics
- Topic: Please reccomend a free, simple 3ds viewer /editor
- Replies: 9
- Views: 3198
If you had previous experiences with 3DS Max, you can go with G MAX .
It's a "restricted" version of 3DS max (so the interface it's almost the same), but has all you need for basic modeling and texturing. IMO it's quite easy to use and it imports (if i remember well) 3DS and CAD and exports plasma ...
It's a "restricted" version of 3DS max (so the interface it's almost the same), but has all you need for basic modeling and texturing. IMO it's quite easy to use and it imports (if i remember well) 3DS and CAD and exports plasma ...