Search found 16 matches

by InstinctCH
Sun Jan 08, 2012 11:35 am
Forum: Beginners Help
Topic: Is it possible to use normal maps with XEffects ?
Replies: 1
Views: 230

Is it possible to use normal maps with XEffects ?

Hi guys,

I was wondering if it is possible to use XEffects and per-pixel lighting at the same time, because whenever I set up a normal map for my model they appear black ingame. :?
by InstinctCH
Fri Jan 06, 2012 8:33 pm
Forum: Beginners Help
Topic: [IrrBullet] Issue using IConvexHullShapes
Replies: 7
Views: 607

Re: [IrrBullet] Issue using IConvexHullShapes

I just found this post from jaeg: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=36861&start=315#p257845

He says that he isn't able to apply forces to his characters when using an IConvexHullShape so I guess it's normal. I think I'll stay with my IBoxShape, although there are many ...
by InstinctCH
Fri Jan 06, 2012 6:13 pm
Forum: Beginners Help
Topic: [IrrBullet] Issue using IConvexHullShapes
Replies: 7
Views: 607

Re: [IrrBullet] Issue using IConvexHullShapes

Yes it has its own debug drawer. But everything is working fine, except for the rotations. The rigidbodies just stay in the same rotation as they were created. :?
by InstinctCH
Fri Jan 06, 2012 1:02 pm
Forum: Beginners Help
Topic: [IrrBullet] Issue using IConvexHullShapes
Replies: 7
Views: 607

Re: [IrrBullet] Issue using IConvexHullShapes

Okay but I don't see what will help me if I draw debug infos..
by InstinctCH
Wed Jan 04, 2012 12:19 pm
Forum: Beginners Help
Topic: [IrrBullet] Issue using IConvexHullShapes
Replies: 7
Views: 607

Re: [IrrBullet] Issue using IConvexHullShapes

Nobody has an idea why IrrBullet is doing this? :(
by InstinctCH
Sun Jan 01, 2012 5:08 pm
Forum: Beginners Help
Topic: [IrrBullet] Issue using IConvexHullShapes
Replies: 7
Views: 607

[IrrBullet] Issue using IConvexHullShapes

Hey everyone !

I've got a weird issue when using the IConvexHullShapes from irrBullet. My Rigidbodies dont rotate, no matter how they hit the ground, they stay in the same position. Here's a screen of the issue:

http://sd-1.archive-host.com/membres/images/180403467445600058/MyFPS_2012-01-01_17-56 ...
by InstinctCH
Thu Dec 22, 2011 9:23 pm
Forum: Advanced Help
Topic: Lag in child of IBoneSceneNode
Replies: 10
Views: 2061

Re: Lag in child of IBoneSceneNode

I don't know if you solved your problem since then but I was experiencing the same issue and here's my solution:

You have to change the joint mode:

Code: Select all

myAnimatedMeshSceneNode->setJointMode(EJUOR_CONTROL);
to

Code: Select all

myAnimatedMeshSceneNode->setJointMode(EJUOR_READ);
by InstinctCH
Wed Oct 19, 2011 6:52 pm
Forum: Beginners Help
Topic: [Solved][IrrBullet] Get Rigidbody from Node
Replies: 9
Views: 968

Re: [IrrBullet] Get Rigidbody from Node

Oops, nevermind, I just rewrited everything and it's working fine, thanks !
by InstinctCH
Wed Oct 19, 2011 10:18 am
Forum: Beginners Help
Topic: [Solved][IrrBullet] Get Rigidbody from Node
Replies: 9
Views: 968

Re: [IrrBullet] Get Rigidbody from Node

Thanks everybody for your answers !

Hope the following could keep you going.

You could pass the map as reference to the rigid body setup function:
=====================================================================
IRigidBody* setupRigidBody
(
core::map<scene::ISceneNode*, IRigidBody ...
by InstinctCH
Sat Oct 15, 2011 2:34 pm
Forum: Beginners Help
Topic: [Solved][IrrBullet] Get Rigidbody from Node
Replies: 9
Views: 968

Re: [IrrBullet] Get Rigidbody from Node

Thank you Radikalizm, I'll try your method but I know I will have a problem for this :

and use this node to look up your rigid body in the map you created earlier
Wich function can I use to perform this ?

@Serengeor: Humm, yeah I'm doing ray tests with Irrlicht ^^' what's wrong with that ? Is it ...
by InstinctCH
Sat Oct 15, 2011 1:59 pm
Forum: Beginners Help
Topic: [Solved][IrrBullet] Get Rigidbody from Node
Replies: 9
Views: 968

Re: [IrrBullet] Get Rigidbody from Node

Thanks ! Here's an extract of my code at the moment:

When the body is added to IrrBullet world:

IRigidBody *body;
body = world->addRigidBody(shape);
core::map<scene::ISceneNode* , IRigidBody* > *NodeBodyMap;
NodeBodyMap->set(Node, body);
return body;

and then when I do the raycast:


scene ...
by InstinctCH
Sat Oct 15, 2011 10:40 am
Forum: Beginners Help
Topic: [Solved][IrrBullet] Get Rigidbody from Node
Replies: 9
Views: 968

[Solved][IrrBullet] Get Rigidbody from Node

Hello everyone !

I'm working on a FPS project using IrrBullet for physics and I have a small problem:

When the player shots, I make a raycast using this function: getSceneNodeAndCollisionPointFromRay() wich returns the object "hit by the bullet". Now, I would like to apply a force to the objet ...
by InstinctCH
Wed Aug 24, 2011 6:08 pm
Forum: Beginners Help
Topic: How to use the .b3d patch
Replies: 3
Views: 249

Re: How to use the .b3d patch

Thanks guys !
shadowslair wrote: But, if you have some problems importing a .b3d model inside your app, I`m not 100% sure this is causing you troubles. Most probably it`s the exporter and the settings you use.
I just wanted to have something up to date and debugged ;)
by InstinctCH
Tue Aug 23, 2011 3:43 pm
Forum: Beginners Help
Topic: How to use the .b3d patch
Replies: 3
Views: 249

How to use the .b3d patch

Hello,

I'd like to know how to apply the patch from Auria that I found here.
Do I have to modify CB3DMeshFileLoader.cpp (wich I can't find) or is it a file that I have to add to my actual project and load .b3d models through it ?
by InstinctCH
Sun Mar 06, 2011 8:23 am
Forum: Beginners Help
Topic: Problem animating a simple .b3d model exported from Blender.
Replies: 5
Views: 629

Actually, I can see the skeleton moving but the mesh stands still. I noticed that the skeleton wasn't like in Blender, it looks like cut in two parts.


http://sd-1.archive-host.com/membres/images/180403467445600058/comparison_anim.JPG
http://sd-1.archive-host.com/membres/images ...