Search found 228 matches

by VeneX
Wed Nov 09, 2005 2:41 pm
Forum: Beginners Help
Topic: Reading value from XML file
Replies: 3
Views: 669

Code: Select all

while(xml && xml->read()) 
{   nodeName = xml->getNodeName();
     ENodeType = xml->getNodeType();
     if(nodeName == "Mana") 
     {    receiveSavedMana = xml->getAttributeValueAsInt(L"manavalue2");            
     }
}
xml->drop();
by VeneX
Thu Oct 06, 2005 1:17 pm
Forum: Beginners Help
Topic: inverted Gravity
Replies: 6
Views: 1053

Code: Select all

if(!jumping)
		{	collider->setGravity(core::vector3df(0, 0.002f, 0));
			jumping = true;
		}
you ment this? but like this way you begin to 'fall in the sky' faster and faster, but I just want it reversed
by VeneX
Wed Oct 05, 2005 10:12 am
Forum: Beginners Help
Topic: inverted Gravity
Replies: 6
Views: 1053

that was me :oops:
by VeneX
Wed Oct 05, 2005 9:23 am
Forum: Beginners Help
Topic: inverted Gravity
Replies: 6
Views: 1053

inverted Gravity

Is there a way to use inverted Gravity?
I use it for jumping/flying, with the Gravity to the sky, the camera starts slowly and becomes flying faster like Gravity, but is there a way to start fast and go slower and slower till it nearly stands still (and than I can set the Gravity to the floor so it ...
by VeneX
Tue Sep 20, 2005 5:00 pm
Forum: Beginners Help
Topic: FPS jumping problem (changing gravity)
Replies: 6
Views: 1416

no one is using like this, or having an idea how it should work?
by VeneX
Sun Sep 18, 2005 11:13 am
Forum: Open Discussion and Dev Announcements
Topic: 8 light limit
Replies: 9
Views: 1276

heared Niko talking about 500 dynamic lights
http://irrlicht.sourceforge.net/phpBB2/ ... =500#48064
by VeneX
Thu Sep 15, 2005 3:17 pm
Forum: Beginners Help
Topic: FPS jumping problem (changing gravity)
Replies: 6
Views: 1416

I trie to let the camera jump in the techdemo.
At the eventhandling of the spacebar I added: if(!jump)
{ collider->setGravity(core::vector3df(0, 0.1f,0));
timeForJumpScene = 500;
jumpStartTime = device->getTimer()->getTime();
jump = true;
}
and in the main loop I added: u32 now = device ...
by VeneX
Thu Sep 15, 2005 1:53 pm
Forum: Project Announcements
Topic: Plethora
Replies: 19
Views: 4653

update on website.
now:
jumping (ugly)
shoot 'holes' in box
list of availible resolutions
by VeneX
Tue Sep 13, 2005 1:43 pm
Forum: Beginners Help
Topic: assigning a plane
Replies: 15
Views: 2141

It works fine now on the sides of the box, the bulletholes are rendered 'standing' on the top of the box and also the groundmesh doesn't get the right flipped bulletholes :(
I have accedentally clicked something in Visual C++ and now the project is automaticly build when compiling (release), how to ...
by VeneX
Tue Sep 13, 2005 11:17 am
Forum: Beginners Help
Topic: assigning a plane
Replies: 15
Views: 2141

I know for sure that AI class function is different than I ment. This getTargetAngle does calculates the angle between the node and the target, but I guess it only calculates from a boundingbox, I have to know how to get the rotation of a single triangle. :?:
:cry:
by VeneX
Tue Sep 13, 2005 8:29 am
Forum: Beginners Help
Topic: assigning a plane
Replies: 15
Views: 2141

If I do rotation = camera->getTarget(); it have nearly the same 'random' rotation :(
by VeneX
Mon Sep 12, 2005 8:22 pm
Forum: Beginners Help
Topic: assigning a plane
Replies: 15
Views: 2141

getTargetAngle from the AI class?
I can only find getTarget pas = sm->addParticleSystemSceneNode(false, 0, -1, Impacts[i].pos);

pas->setParticleSize(core::dimension2d<f32>(10.0f, 10.0f));

scene::IParticleEmitter* em = pas->createBoxEmitter(
core::aabbox3d<f32>(-5,-5,-5,5,5,5),
Impacts[i ...
by VeneX
Mon Sep 12, 2005 6:11 pm
Forum: Beginners Help
Topic: assigning a plane
Replies: 15
Views: 2141

Its not random, its facing almost a complete 90 degrees from whatever face its in, try setting a rotation of 90 or so after getting the normal.

I tried to edit the model some times, on one side of the cube (a.k.a. doos) the holes are facing in the right way, while the holes on the other side will ...
by VeneX
Mon Sep 12, 2005 5:45 pm
Forum: Beginners Help
Topic: assigning a plane
Replies: 15
Views: 2141

I made it a: core::vector3df rotation;
core::vector3df out = triangle.getNormal();
imp.rotation = out;
out.setLength(0.03f);

imp.when = 1;
imp.outVector = out;
imp.pos = end;
Impacts.push_back(imp);


//and all for the mesh, I only changed:
bullethole->setRotation(Impacts[i].rotation); The ...
by VeneX
Mon Sep 12, 2005 10:23 am
Forum: Beginners Help
Topic: assigning a plane
Replies: 15
Views: 2141

can't figure out :? :(
but the selectednode for 'doos' doesn't work because he checks the camera when the 'bullet' hits the wall