Search found 11 matches
- Tue Jun 30, 2015 8:29 am
- Forum: Beginners Help
- Topic: programmatically assign materials based on node id.
- Replies: 12
- Views: 1581
Re: programmatically assign materials based on node id.
Really though this still means that modding support will be subpar, the reason I want to programmatically solve this is because I'll allow arbitrary amount of additional block addons, this in extension means that users would manually have to edit the xml or a bunch of entries would be missing, alth...
- Sat Jun 27, 2015 1:11 am
- Forum: Beginners Help
- Topic: programmatically assign materials based on node id.
- Replies: 12
- Views: 1581
Re: programmatically assign materials based on node id.
You could use XML files and parse them at runtime. For example. <blocks> <block> <id>0</id> <name>grass</name> <texture>grass.png</texture> </block> <block> <id>1</id> <name>stone</name> <texture>stone.png</texture> </block> <...
- Tue Jun 23, 2015 9:36 am
- Forum: Beginners Help
- Topic: Ambient light not working but other lights do
- Replies: 8
- Views: 1360
Re: Ambient light not working but other lights do
Thanks CuteAlien.
I tried to do this.
But it doesn't work.
I tried to do this.
Code: Select all
for
(
int i=0;
i < mainCharacter.node->getMaterialCount();
i++
)
{
mainCharacter.node->getMaterial(i).AmbientColor = video::SColor(255, 255, 255, 255);
}
- Mon Jun 22, 2015 1:48 pm
- Forum: Beginners Help
- Topic: Ambient light not working but other lights do
- Replies: 8
- Views: 1360
Re: Ambient light not working but other lights do
I have tried other types of materials. Using EMT_SOLID I get lighting but only from the light1. The global light doesn't work. smgr->setAmbientLight( video::SColorf(0.5, 0.5, 0.5, 1) ); // this line does nothing ... mainCharacter.node->setMaterialType(video::EMT_SOLID); ... light1->getLightData()...
- Wed Jun 17, 2015 2:24 pm
- Forum: Beginners Help
- Topic: Ambient light not working but other lights do
- Replies: 8
- Views: 1360
Re: Ambient light not working but other lights do
Thanks for your responses. You have to set the ambient colour in the light as well. Thanks for your suggestion. I didn't know how to do that but the doxygen documentation helped me. light1->getLightData().AmbientColor = video::SColorf(0.3, 0.3, 0.3, 1.0); That's what I've tried. But I get the sa...
- Tue Jun 16, 2015 10:47 pm
- Forum: Beginners Help
- Topic: Ambient light not working but other lights do
- Replies: 8
- Views: 1360
Ambient light not working but other lights do
Hello, I have made a very simple demo but I can't get ambient light working. However, point light is working. In my application I put the point light at the right of a model I have loaded. So if I see the model from the right it is lightened and if I see it from the left I see it completely dark. Th...
- Sun Aug 24, 2014 11:47 am
- Forum: Beginners Help
- Topic: 3dr person character controller
- Replies: 0
- Views: 834
3dr person character controller
Hello, I have made a very simple character controller. The controlled character is seen from a camera that is placed behind it. Now it works but there is still something which I don't understand. I use left and right arrows to rotate the character arround the Y axis. The up and down arrows are used ...
- Fri Jan 24, 2014 6:10 pm
- Forum: Beginners Help
- Topic: Which format can I use?
- Replies: 8
- Views: 862
Re: Which format can I use?
Ok, thanks!
- Fri Jan 24, 2014 12:26 pm
- Forum: Beginners Help
- Topic: Which format can I use?
- Replies: 8
- Views: 862
Re: Which format can I use?
It's also possible to have the mesh and it's animations in different files and then to use ISkinnedMesh::useAnimationFrom. It's a little more work so you only do that if you have to share animations between different models (and they need to have identical skeletons for this to work). You make the ...
- Thu Jan 23, 2014 7:52 pm
- Forum: Beginners Help
- Topic: Which format can I use?
- Replies: 8
- Views: 862
Re: Which format can I use?
Thanks for your answer. I've been looking in the search tool of this forum and I decided to use the .b3d exporter that comes with supertuxkart. Now I have other questions. Which is the procedure to load a model from a .b3d file? Do I have to load the model an then animate in my code? or make the ani...
- Thu Jan 23, 2014 2:11 am
- Forum: Beginners Help
- Topic: Which format can I use?
- Replies: 8
- Views: 862
Which format can I use?
Hello.
I am looking for a format that supports skeletal animation in irrlicht and can be produced by blender.
I have tried many of them(.obj, .fbx, .dae, .b3d, .3ds) but I didn't have success. The closest attempt was to load an .obj but it didn't display the texture.
Thanks in advance.
I am looking for a format that supports skeletal animation in irrlicht and can be produced by blender.
I have tried many of them(.obj, .fbx, .dae, .b3d, .3ds) but I didn't have success. The closest attempt was to load an .obj but it didn't display the texture.
Thanks in advance.