Search found 32 matches

by MindGames
Fri Feb 24, 2006 12:33 am
Forum: Advanced Help
Topic: Advanced Terrain Textures
Replies: 28
Views: 5809

Doh! I forgot to log in. The above post was mine.
by MindGames
Thu Feb 23, 2006 12:51 pm
Forum: Advanced Help
Topic: Advanced Terrain Textures
Replies: 28
Views: 5809

Spintz, I am trying to do a 3D strategy game where I need a map that is made up from a set of small tiles (32x32???) representing the terrain type. I don't however, want the tiles to look too obvious i.e. I want the terrain to look fairly realistic. The map needs to be fairly large, ~1000x1000 tiles...
by MindGames
Wed Jan 11, 2006 7:48 am
Forum: Advanced Help
Topic: Eeeew, my grass looks like ****
Replies: 28
Views: 3412

Thanks a lot, I just tried your demo and it looks pretty good. One problem I had was that if you rotate the view, the bilboards rotate too and this is quite noticable.

Have you any ideas about how to get around this problem?
by MindGames
Mon Dec 12, 2005 10:23 am
Forum: Advanced Help
Topic: Multiple detail maps for terrian rendering
Replies: 6
Views: 880

I am looking to do something similar. I want to use a tile based approach to the terrain with each tile type representing a different terrain type. This will allow me to make an editor simple as well as making path finding etc easier. However I do not want the tile edges to be obvious, i.e. I want t...
by MindGames
Wed Nov 16, 2005 3:58 pm
Forum: Beginners Help
Topic: Is this a bug with the GUIList and GUICombobox?
Replies: 1
Views: 229

2 hours of looking at this and I can't spot the sodding obvious. The second I post it sticks out like a sore thumb. Forget this thanks, I was suffering brain fade!
by MindGames
Wed Nov 16, 2005 3:55 pm
Forum: Beginners Help
Topic: Is this a bug with the GUIList and GUICombobox?
Replies: 1
Views: 229

Is this a bug with the GUIList and GUICombobox?

Whenever I call getSelected() I always get zero regardless of what's selected.

I cannot see how I can have screwed it up - it isn't that complicated, is this a known bug?
by MindGames
Fri Oct 21, 2005 12:40 am
Forum: Irrlicht.NET
Topic: How to find the height at a point in the TerrainSceneNode
Replies: 3
Views: 1567

Guest - No I am not using an FPS camera. I have a camera flying over the terrain. That part mostly works ok. I am doing a strategy game with a 3D map and lots of units wandering around under the control of the AI Thorben - Thanks, that was what I was looking for. I will give that a try. Do you know ...
by MindGames
Mon Oct 17, 2005 11:25 pm
Forum: Irrlicht.NET
Topic: Irrlicht.NET compiling under .NET 2.0 framework
Replies: 4
Views: 1772

I've been running on it for a while without issues. Compiling it is another matter. One or two of the files have [DIPARAMS::Out] in them (or something similar) which caused issues. I fixed it by changing them to just [Out]. I had problems with linking on version 11 but I have not gotten that far wit...
by MindGames
Mon Oct 17, 2005 2:43 am
Forum: Irrlicht.NET
Topic: How to find the height at a point in the TerrainSceneNode
Replies: 3
Views: 1567

How to find the height at a point in the TerrainSceneNode

I want to be able to add scene nodes to the terrain scene node but I need to know what height the terrain is at the point I am to add them so that they are not flying or below ground. Anyone know how to do this? Is this one of those things not yet converted over? If it isn't converted, what is the C...
by MindGames
Tue Sep 27, 2005 1:07 pm
Forum: Beginners Help
Topic: C++ question: function with variable number of args [SOLVED]
Replies: 8
Views: 469

Well you could pass a std::vector<void *> or std::list<VARIANT> which would allow it to sort of work. To me this is not a good solution though. What are you trying to achieve? From the sounds of it, one function to do all does not seem like a terribly good design, though obviously I have not got eno...
by MindGames
Tue Sep 27, 2005 12:51 pm
Forum: Beginners Help
Topic: class declaration [solved]
Replies: 24
Views: 1162

So are you still having problems? The mechanism I posted will work. If you are still having problems I can try and reword the example a bit.
by MindGames
Mon Sep 26, 2005 12:11 pm
Forum: Beginners Help
Topic: noobish question
Replies: 25
Views: 1040

#include <irrlicht.h> #include <iostream> using namespace irr; using namespace core; using namespace video; using namespace scene; using namespace gui; using namespace io; #pragma comment(lib, "Engine.lib") class MyEventReceiver : public IEventReceiver { public: virtual bool OnEvent(SEven...
by MindGames
Mon Sep 26, 2005 11:48 am
Forum: Beginners Help
Topic: class declaration [solved]
Replies: 24
Views: 1162

In your 'bar' header file; // forward declaration class foo; class bar { ... }; In your 'bar' cpp file #include "foo" void bar::fn() { foo f = new foo(); f->DoStuff(); } In your 'foo' header file class bar; class foo { ... }; In your 'foo' cpp file #include "bar" void foo::DoSome...
by MindGames
Tue Aug 23, 2005 12:45 am
Forum: Irrlicht.NET
Topic: VS 2005 Express
Replies: 13
Views: 3502

It was returning some sort of 'internal error'. I checked it on the web at the time and it basically said that the linker had broken and this was a generic error. Did you try the beta 2 version? It is much better. Still has a number of bugs (particularly in the c++ area) but it is not too bad. I sti...
by MindGames
Mon Aug 22, 2005 11:08 am
Forum: Irrlicht.NET
Topic: VS 2005 Express
Replies: 13
Views: 3502

I've had the same problem with the VS 2005 beta 2. I think it is a settings issue but I have yet to work it out. It also breaks the linker at times but I assume that as I am using a beta version, I'll have to just accept that. I have access to a 2003 compiler anyway, so it is no biggy to me.