Search found 14 matches
- Wed Nov 03, 2004 7:22 pm
- Forum: Project Announcements
- Topic: The overambitious, doomed project - (screenshots on page2)
- Replies: 25
- Views: 8414
Great art !
I just want to express my admiration of vermeer's work. I'm an artist who knows/loves to program. I also prefer Wings, CHFX + pencil 2D drawinigs, what a coincidence :) Ones again : Great work, especially the concept art ! Edit : I just wanted to say that i love vermeer's art, don't get me wrong - i...
- Wed Sep 15, 2004 4:08 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: C++Builder with Irrlicht
- Replies: 105
- Views: 52416
- Tue Sep 14, 2004 5:11 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: C++Builder with Irrlicht
- Replies: 105
- Views: 52416
Most .bsp maps doesn't load... the .bsp that comes with irrlicht loads just fine, while all the .bsp from Q3 demo doesn't , the original irrlicht.dll has no problems with both :? I'm trying to figure it out, i think it has something to do with variable scope differences between BCB and VC++ PS. i'm ...
- Sun Sep 12, 2004 7:19 am
- Forum: Advanced Help
- Topic: LightNode->setDebugDataVisible
- Replies: 5
- Views: 934
Irrlicht have not any octahedron /sphere/ drawing functions, but it's possible to make it. At this time I'm so lazy for implementation of similar drawing functions , but it's not so hard. Well, time will show - I hope some other user to make it instead me Well i'll try to add the following scene no...
- Sun Sep 12, 2004 7:05 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: C++Builder with Irrlicht
- Replies: 105
- Views: 52416
The good news are that C++Builder port for Irrlicht v.07 is complete. I'am on the job this weekend and have no spare time, but for BCB with v.07 I use the same way like with v.06. Tomorrow I'll upload C++Builder port for v.07 on my site. Great :D BTW My personal opinion is that Borland port of Irrl...
- Sat Sep 11, 2004 1:18 pm
- Forum: Advanced Help
- Topic: LightNode->setDebugDataVisible
- Replies: 5
- Views: 934
Well debugDataVisible(the AABB rendering) is only applied to the following sceneNodes : CAnimatedMeshSceneNode, CMeshSceneNode, COctTreeSceneNode, CParticleSystemSceneNode in the CLightSceneNode the method is simply inherited from irr::scene::ISceneNode but setting debugDataVisible to true doesn't a...
- Sat Jan 03, 2004 2:37 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Skyboxes
- Replies: 5
- Views: 1578
- Fri Jan 02, 2004 9:29 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Simple fog...
- Replies: 36
- Views: 12711
Good job man , i missed the fog effect and i intended to implement it myself but you were faster (Molodiec :wink: ) And once again that's the power of an open source product it is much more literally natural than a closed product.I mean if there is a child wich has all the women and men in the world...
- Fri Jan 02, 2004 6:22 pm
- Forum: Beginners Help
- Topic: Camera follow player?
- Replies: 6
- Views: 788
- Fri Jan 02, 2004 5:59 pm
- Forum: Advanced Help
- Topic: Shooting Question
- Replies: 15
- Views: 5474
Shooting...
Well i'm working on a FPS myself so i implemented a basic continuously shooting system - when the left mouse button is pressed my gun keeps shoting plasma balls , when the right button is pressed the camera zooms giving a sniper view just like in Quake III :D btw i'm using the Techdemo code for my b...
- Wed Dec 31, 2003 8:06 pm
- Forum: Beginners Help
- Topic: my own map doesnt appear in collision test
- Replies: 15
- Views: 1364
And i dont get any errors, but i also dont see anything. Just a black screen. I checked the console and it is finding my textures. Whats wrong? Is it the lighting or something? I see a flash of what looks like my map for a split second, and then nothing. I think you are starting outside of the leve...
- Tue Dec 30, 2003 7:28 pm
- Forum: Beginners Help
- Topic: 2 sided Textures?
- Replies: 9
- Views: 920
Saschinka dorogoi :)
Well instead of creating mirrored faces and doubling your mesh triangles count you could simply put this in your code :
Hope this will help you Sasha
Code: Select all
node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,false);
- Tue Dec 30, 2003 6:10 pm
- Forum: Beginners Help
- Topic: 3ds and textures
- Replies: 8
- Views: 1123
I just had a thought that maybe the texture is 'zoomed out' or something like that. 3ds model appear overly large when they are displayed. (a 20*20*20 cube is about 150% the height of sydney) Are you sure your cube has UV coordinates ? if it's not just try this : scene::IAnimatedMesh* mesh = smgr->...
- Mon Dec 29, 2003 9:20 pm
- Forum: Beginners Help
- Topic: Collision detection
- Replies: 7
- Views: 1382
Can someone please find the bug, I am just a n00b. It is an edited code of the collision detection example. Notice I am still using Irrlicht 0.4! The place where the bug is is fat marked. Ok i slightly modified the Collision detection example to make it work with fairies..now you cannot go through ...