Search found 24 matches
- Wed Jun 26, 2013 6:31 pm
- Forum: Advanced Help
- Topic: Display 2D image as 3D surface
- Replies: 7
- Views: 1540
Re: Display 2D image as 3D surface
By the way, forget about what I said. Juste use it as a heightMap as smso said, pretty easy. In fact, i'm wondering why you guys call normal map "height maps". Nevermind, It's explained here : http://irrlicht.sourceforge.net/forum/viewtopic.php?t=43377 And it's already in one of the tutori...
- Wed Jun 26, 2013 2:01 pm
- Forum: Advanced Help
- Topic: Display 2D image as 3D surface
- Replies: 7
- Views: 1540
Re: Display 2D image as 3D surface
or else, i think this could help you : http://irrlicht.sourceforge.net/forum/v ... ap#p280769
It's a "normal map", that you can apply to a plane
It's a "normal map", that you can apply to a plane
- Thu May 30, 2013 6:56 pm
- Forum: Advanced Help
- Topic: Irrlicht in 3D CAVE
- Replies: 8
- Views: 1632
Re: Irrlicht in 3D CAVE
Did anyone manage to do this using VR juggler ? or what VR framework would better?
- Mon May 27, 2013 2:21 pm
- Forum: Advanced Help
- Topic: Irrlicht in 3D CAVE
- Replies: 8
- Views: 1632
Re: Irrlicht in 3D CAVE
material.NormalizeNormals = true; ??
If you're using the settings of the quake3map loading your normals shouldn't change, and it's not related to your camera or anything.
If you're using the settings of the quake3map loading your normals shouldn't change, and it's not related to your camera or anything.
- Thu May 16, 2013 9:57 pm
- Forum: Beginners Help
- Topic: [SOLVED] setCurrentFrame doesn't work
- Replies: 4
- Views: 634
Re: [SOLVED] setCurrentFrame doesn't work
Hi see you solved, what was that, just by curiosity?
- Wed May 15, 2013 11:55 pm
- Forum: Beginners Help
- Topic: [SOLVED] setCurrentFrame doesn't work
- Replies: 4
- Views: 634
Re: setCurrentFrame doesn't work
I guess I won't be realy helpful by answering, but what if you don't set any current frame? It would start at the begining, certainly. So, to help you a bit, maybe you should find the setCurrentFrame value corresponding to your current frame in the scene. And maybe write a little function to make it...
- Wed May 15, 2013 4:37 pm
- Forum: Beginners Help
- Topic: [SOLVED - RESSOURCE INSIDE]Xbox controller Right stick
- Replies: 4
- Views: 639
Re: Xbox controller Right stick
Couldn't find what you are talking about ! Anyway, i did it my way : core::vector3df nodePosition = camera->getPosition(); core::vector3df nodeRotation = camera->getRotation(); core::vector3df nodeRotation2 = camera->getRotation(); bool movedWithJoystick = false; //to che...
- Tue May 14, 2013 7:26 pm
- Forum: Beginners Help
- Topic: [SOLVED - RESSOURCE INSIDE]Xbox controller Right stick
- Replies: 4
- Views: 639
Re: Xbox controller Right stick
I'm trying to do something like that for making my camera moving relative to the view orientation and not the scene : if(!core::equals(moveHorizontal, 0.f) || !core::equals(moveVertical, 0.f)) { nodeRotation2 = camera->getRotation(); if((nodeRotation2.Y > 0 &a...
- Tue May 14, 2013 3:45 pm
- Forum: Beginners Help
- Topic: [SOLVED - RESSOURCE INSIDE]Xbox controller Right stick
- Replies: 4
- Views: 639
Re: Xbox controller Right stick
Alright, it's a bit better, but still not okay. The displacement do not coincide with the relative angle of the camera, and the angle of the camera does only work for Y axis... Any help? core::vector3df nodePosition = camera->getPosition(); core::vector3df nodeRotation = camera-...
- Tue May 14, 2013 2:47 pm
- Forum: Beginners Help
- Topic: [SOLVED - RESSOURCE INSIDE]Xbox controller Right stick
- Replies: 4
- Views: 639
[SOLVED - RESSOURCE INSIDE]Xbox controller Right stick
Hi everybody, I'm trying to add Xbox Joystick handle to work with the collision example (which I'm sure would be useful). So I changed a few settings on some code found on the forum, and you can now move around with the left hat stick. Here's the code, I think it could be useful to someone (need to ...
- Sun May 05, 2013 1:54 am
- Forum: Beginners Help
- Topic: vertex animation
- Replies: 9
- Views: 1305
Re: vertex animation
I needed to convert to md2/md3 for non-skeletal animation. For skeletal animation, well, i searched the forum for the settings using panda exporter, I found it, and that's not plenty good for skeleton animation. But I managed to reimport the skeleton directx from pandaX file into fragmosoft, readjus...
- Tue Apr 30, 2013 3:30 pm
- Forum: Beginners Help
- Topic: vertex animation
- Replies: 9
- Views: 1305
Re: vertex animation
I kinda managed to export an md2 of 500 frames from fragmosoft. But when it is loaded into irrlicht, it looks like only around 30 frames are played... Is that normal? I can assure that my md2 contain 500 frames. By the way, hybrid, that's not a bad idea. It seems that pandaX exporter can export .X i...
- Tue Apr 30, 2013 1:59 am
- Forum: Beginners Help
- Topic: vertex animation
- Replies: 9
- Views: 1305
Re: vertex animation
Guys, I'm getting REALLY irritated, I really need some help. still trying to export Vertex/Morph animation into MD2 format, and it's a real pain nowadays... Does anyone knows the perfect workflow, from FBX format, it could be better? I would owe you a big big time if you could tell me one... Trust m...
- Mon Apr 29, 2013 8:27 pm
- Forum: Beginners Help
- Topic: vertex animation
- Replies: 9
- Views: 1305
Re: vertex animation
Thanks, that's what I discovered.
By the way, the workflow for getting from .FBX to .MD2 is getting kinda really really hard these days.
I'm currently trying with QTip for 3DSMax.
Thanks for your answers
By the way, the workflow for getting from .FBX to .MD2 is getting kinda really really hard these days.
I'm currently trying with QTip for 3DSMax.
Thanks for your answers
- Mon Apr 29, 2013 5:23 pm
- Forum: Beginners Help
- Topic: vertex animation
- Replies: 9
- Views: 1305
Re: vertex animation
Yes, I mean every vertex position animation. Like in every software, maya 3DS or C4D.
Not a bone based animation
Like my vertices have different position in each frame.
Which format did you use to get your results?
Not a bone based animation
Like my vertices have different position in each frame.
Which format did you use to get your results?