Really looking forward to it.
Search found 83 matches
- Sat Feb 25, 2012 5:34 pm
- Forum: Project Announcements
- Topic: 3D3ditor Yet another "Irr" Editor ! (Downloads enabled)
- Replies: 20
- Views: 56179
Re: 3D3ditor Yet another "Irr" Editor !
Looks awesome dude 
Really looking forward to it.
Really looking forward to it.
- Sun Feb 12, 2012 11:44 am
- Forum: Beginners Help
- Topic: Jumping and collision is buggy
- Replies: 2
- Views: 285
Re: Jumping and collision is buggy
Ok I'm sorry I forgot to write the code for the function.
Thanks for the link, I'll have a look at it.
Your code suggestion is probably better than mine, I think i might going to use it, when my current code finally works.
Code: Select all
u32 cSkeleton::getSecondMotionVariable() {
return kTemp;
}
Your code suggestion is probably better than mine, I think i might going to use it, when my current code finally works.
- Sat Feb 11, 2012 11:21 am
- Forum: Beginners Help
- Topic: Jumping and collision is buggy
- Replies: 2
- Views: 285
Jumping and collision is buggy
Hello guys.
I need some help with this.
Here is my colision :
//Player model
scene::IAnimatedMesh *mesh = (IAnimatedMesh*) smgr->getMesh("media/player.x");
scene::IAnimatedMeshSceneNode *skelNode = (IAnimatedMeshSceneNode*) smgr->addAnimatedMeshSceneNode(mesh);
IAnimatedMesh* q3levelmesh=smgr ...
I need some help with this.
Here is my colision :
//Player model
scene::IAnimatedMesh *mesh = (IAnimatedMesh*) smgr->getMesh("media/player.x");
scene::IAnimatedMeshSceneNode *skelNode = (IAnimatedMeshSceneNode*) smgr->addAnimatedMeshSceneNode(mesh);
IAnimatedMesh* q3levelmesh=smgr ...
- Sun Nov 27, 2011 10:25 am
- Forum: Beginners Help
- Topic: How to turn of using lights with normalmap shader.
- Replies: 0
- Views: 550
How to turn of using lights with normalmap shader.
Hello guys.
I wanted to know if there is a way to turn of using light sources for the normalmap shader from this post : http://irrlicht.sourceforge.net/forum/v ... normal+map
I wanted to know if there is a way to turn of using light sources for the normalmap shader from this post : http://irrlicht.sourceforge.net/forum/v ... normal+map
- Sat Oct 08, 2011 10:01 pm
- Forum: Beginners Help
- Topic: How to create and use triggers
- Replies: 7
- Views: 1103
Re: How to create and use triggers
Thats a very good idea with the vector. Thanks will try it this way
- Mon Oct 03, 2011 5:32 pm
- Forum: Beginners Help
- Topic: How to create and use triggers
- Replies: 7
- Views: 1103
Re: How to create and use triggers
Yes , using a mesh as a invisible bounding box was what I thought too.
The thing with the luna script was because I saw it in the wow folder of my friend , and it contains some coords...but nevermind.
I will see if I have the know-how to do it.
Thanks so far
The thing with the luna script was because I saw it in the wow folder of my friend , and it contains some coords...but nevermind.
I will see if I have the know-how to do it.
Thanks so far
- Mon Oct 03, 2011 12:56 pm
- Forum: Beginners Help
- Topic: How to create and use triggers
- Replies: 7
- Views: 1103
How to create and use triggers
Hello guys!
I wonder on how to use and create triggers in my 3D scene.So for example , if i go into a door , igot into another part of the map , or into a new map.
I read something about luna script but i am not sure about this.
I wonder on how to use and create triggers in my 3D scene.So for example , if i go into a door , igot into another part of the map , or into a new map.
I read something about luna script but i am not sure about this.
- Mon Sep 19, 2011 1:03 pm
- Forum: Beginners Help
- Topic: Valve Hammer Map editor
- Replies: 6
- Views: 857
Re: Valve Hammer Map editor
You can normally use irredit 1.5 with all curent realeases of irrlicht.Also you can write add-ons for irredit on your self so its very nice .With this valve editor...it depends,on what format you export your map.
- Sat Sep 17, 2011 12:30 pm
- Forum: Beginners Help
- Topic: irrlicht key codes
- Replies: 1
- Views: 460
- Sat Sep 17, 2011 12:29 pm
- Forum: Beginners Help
- Topic: irrlicht key codes
- Replies: 1
- Views: 460
irrlicht key codes
Hello guys.
I am working on a 3erd person camera.
Now i want to add a running button , so if its hold down with W , the charakter speeds up.
Works fine so fast , I just want to know the key code for Shift.
Maybe if something like this exist , you can give me the api page where all the keycodes are ...
I am working on a 3erd person camera.
Now i want to add a running button , so if its hold down with W , the charakter speeds up.
Works fine so fast , I just want to know the key code for Shift.
Maybe if something like this exist , you can give me the api page where all the keycodes are ...
- Fri Aug 19, 2011 5:19 pm
- Forum: Beginners Help
- Topic: HLSL beginning
- Replies: 4
- Views: 384
Re: HLSL beginning
Ah so its kind of seperating , isn't it ?
- Fri Aug 19, 2011 1:22 pm
- Forum: Beginners Help
- Topic: HLSL beginning
- Replies: 4
- Views: 384
Re: HLSL beginning
Ok thanks for now.
I just started Fx Composer and it contains a compiler.
*Shaders can also be compiled during a pre-processing stage as to get faster loading times
So on the startup of the game the shaders compile itself ??
*runtime using compile flags based on the requested permutation
What does ...
I just started Fx Composer and it contains a compiler.
*Shaders can also be compiled during a pre-processing stage as to get faster loading times
So on the startup of the game the shaders compile itself ??
*runtime using compile flags based on the requested permutation
What does ...
- Fri Aug 19, 2011 12:57 pm
- Forum: Beginners Help
- Topic: HLSL beginning
- Replies: 4
- Views: 384
HLSL beginning
Hello guys.
I am on starting with hlsl shaders and i would be very happy if you can give me some recommend shader tutorials.
The best is if they where german , but english will work too.
Also I have a question about the formats.
Some time ago i read that hlsl or glsl languages are like assembling ...
I am on starting with hlsl shaders and i would be very happy if you can give me some recommend shader tutorials.
The best is if they where german , but english will work too.
Also I have a question about the formats.
Some time ago i read that hlsl or glsl languages are like assembling ...
- Tue Jul 26, 2011 4:30 pm
- Forum: Beginners Help
- Topic: Help with post process shader
- Replies: 5
- Views: 642
Re: Help with post process shader
oh and i see taht createRenderTargetTexuture should be addReander....
Don't go anyway
Don't go anyway
- Tue Jul 26, 2011 4:29 pm
- Forum: Beginners Help
- Topic: Help with post process shader
- Replies: 5
- Views: 642
Re: Help with post process shader
This was the wrong code
...
firstmap = driver->createRenderTargetTexture(core::dimension2d<u32>(res_x,res_y));
secondmap = NULL;
material.Wireframe = false;
material.Lighting = false;
material.setTexture(0,firstmap);
material.TextureLayer[0].TextureWrap = video::ETC_CLAMP;
material ...
...
firstmap = driver->createRenderTargetTexture(core::dimension2d<u32>(res_x,res_y));
secondmap = NULL;
material.Wireframe = false;
material.Lighting = false;
material.setTexture(0,firstmap);
material.TextureLayer[0].TextureWrap = video::ETC_CLAMP;
material ...