Search found 21 matches
- Mon Feb 08, 2021 1:04 pm
- Forum: Beginners Help
- Topic: How to work with scene created with coppercube irredit
- Replies: 12
- Views: 1751
Re: How to work with scene created with coppercube irredit
OK, guess Niko (CopperCube coder) hasn't updated .irr exporter for some types. So exporter writes "unsupported" for node-types it doesn't know. Looks like some kind of grouping node maybe. So using animatedMesh without having mesh kinda works for it. Alternatively you could add a SceneNod...
- Mon Feb 08, 2021 2:13 am
- Forum: Beginners Help
- Topic: How to work with scene created with coppercube irredit
- Replies: 12
- Views: 1751
Re: How to work with scene created with coppercube irredit
Thankyou heres the fileshttps://www.mediafire.com/file/yjrqvyri ... e.zip/fileCuteAlien wrote:Well, if you can post the full file (with all files included in it) somewhere I can take a look maybe (in case it's just an easy to fix bug).
- Sun Feb 07, 2021 4:23 am
- Forum: Beginners Help
- Topic: How to work with scene created with coppercube irredit
- Replies: 12
- Views: 1751
Re: How to work with scene created with coppercube irredit
I found a work arround for the trees when your creating your scene in irredit create a tree(plant) as a static mesh then export it as irrmesh, delete that tree and import the tree you exported as a animated mesh then distribute over terrain!
- Fri Feb 05, 2021 2:52 pm
- Forum: Beginners Help
- Topic: how to setup irrbullet
- Replies: 0
- Views: 3608
how to setup irrbullet
Hello I am having trouble setting up irrbullet. There are way to many versions branches of irrbullet and I cant get any of them to work.
Does anyone have the correct (bullet / irrbullet) files to setup with newest version of irrlicht using codeblocks gcc mingw on windows 10?
Does anyone have the correct (bullet / irrbullet) files to setup with newest version of irrlicht using codeblocks gcc mingw on windows 10?
- Thu Feb 04, 2021 5:31 am
- Forum: Beginners Help
- Topic: How to work with scene created with coppercube irredit
- Replies: 12
- Views: 1751
Re: How to work with scene created with coppercube irredit
@Thankyou both!
- Fri Jan 29, 2021 12:33 am
- Forum: Beginners Help
- Topic: How to work with scene created with coppercube irredit
- Replies: 12
- Views: 1751
Re: How to work with scene created with coppercube irredit
OK, I hope they can help you. If you want you can also put a project you exported somehwere online and I an take a look in case I get more ideas when I see the file. Btw, writing your own editor is not so bad really. When I did that for my racer it took a bit over 5% of the development time. Far, f...
- Wed Jan 27, 2021 11:54 pm
- Forum: Beginners Help
- Topic: How to work with scene created with coppercube irredit
- Replies: 12
- Views: 1751
Re: How to work with scene created with coppercube irredit
Sorry, you have to ask on Ambierra forum. My guess would be Niko created new nodes which Irrlicht does not support and on export calls them "unsupported" so people realize it's not working in .irr, but the data is still there, so someone could make it work. Thought a bit strange name as i...
- Wed Jan 27, 2021 4:08 pm
- Forum: Beginners Help
- Topic: How to work with scene created with coppercube irredit
- Replies: 12
- Views: 1751
How to work with scene created with coppercube irredit
My question is when i create a scene with irredit export it as .irr how do i work with the file? Inside the .irr file created with irredit what is this <node type="unsupported"> I think it should be terrain? I load my file the same way as example 15 but the only thing that shows is the tes...
- Sun Feb 11, 2018 5:24 am
- Forum: Advanced Help
- Topic: Exporting landscapes from Vue Loading with Irrlicht etc.
- Replies: 7
- Views: 1472
Re: Exporting landscapes from Vue Loading with Irrlicht etc.
Yeah, currently Irrlicht .obj loader is restricted to 16-bit meshbuffers, so larger meshes have to be split. It's not too hard to write a loader which can use 32-bit meshbuffers (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=9&t=51441). Unfortunately I can't apply that patch just like t...
- Sat Feb 10, 2018 6:57 am
- Forum: Advanced Help
- Topic: Exporting landscapes from Vue Loading with Irrlicht etc.
- Replies: 7
- Views: 1472
Re: Exporting landscapes from Vue Loading with Irrlicht etc.
I'm testing the .obj format useing the MeshViewer example I am getting this warning which makes scense Loaded mesh: c:/users/insom_000/desktop/test_scene/procedural terrain2.obj Needed 168ms to create Octree SceneNode.(3181 nodes, 133128 polys) <-- The node and poly count is not correct vue has 56 m...
- Fri Feb 09, 2018 6:23 am
- Forum: Advanced Help
- Topic: Exporting landscapes from Vue Loading with Irrlicht etc.
- Replies: 7
- Views: 1472
Re: Exporting landscapes from Vue Loading with Irrlicht etc.
I think all the eco system data should be stored in .3ds/terrain file but for some reason its only the terrain that gets exported. I was testing IrrEdit earlier seems pretty descent and was thinking if I cant get vue to work correctly for bit I can export some of the objectsfrom vue load them into i...
- Wed Feb 07, 2018 10:22 pm
- Forum: Advanced Help
- Topic: Exporting landscapes from Vue Loading with Irrlicht etc.
- Replies: 7
- Views: 1472
Exporting landscapes from Vue Loading with Irrlicht etc.
I am trying to export my landscape(terrain,atmosphere,trees,objects) textures from Vue in 3ds format. Ican export the terrain in 3ds or HeightField(jpg,png,bmp,ect) with out a problem but I can't get the ecosystem to export as a mesh 3ds. It seems like it should be a strait forward process but it is...
- Wed Jan 17, 2018 7:43 pm
- Forum: Advanced Help
- Topic: How to track particles?
- Replies: 14
- Views: 1480
Re: How to track particles?
Thankyou very much @MartinVee vector3df new_pos(rain_nodes ->getPosition() + vector3df(this->weather->xWind,-10.0,this->weather->zWind)); core::line3d<f32> ray; ray.start = rain_nodes ->getPosition(); ray.end = new_pos; // YOU WERE CORRECT LOL http://i63.tinypic.com/11maj6a.png I guess I will test a...
- Wed Jan 17, 2018 7:30 pm
- Forum: Advanced Help
- Topic: How to track particles?
- Replies: 14
- Views: 1480
Re: How to track particles?
Can't run your code, but here's food for thoughts... 1) If your rain is going sideways, could it be a cumulative effect of the wind? Try commenting out the wind effect and see what it does. 2) I can see that in your new_pos vector, you are already taking the object position and adding the translati...
- Wed Jan 17, 2018 6:23 pm
- Forum: Advanced Help
- Topic: How to track particles?
- Replies: 14
- Views: 1480
Re: How to track particles?
What exactly is the problem with the position? What is breaking exactly? Does your rain nodes need to be created relative to the camera position? Do you have a screenshot of the problem, and a description of what you wish to achieve? Also, as a side comment, you may wish to create an EmptyNode for ...