Search found 27 matches

by Kamazy
Mon Dec 11, 2006 2:18 pm
Forum: Project Announcements
Topic: Made a smd loader
Replies: 8
Views: 1685

I think that many people would have use of this. Mostly cuz it's a simple format with exporters for just about every 3d program and for some people it might be the prefered choice. :) Good job, tho i have no info on the .mdl format for you. :P [edit] you can download source code for a half life .mdl...
by Kamazy
Fri Dec 08, 2006 3:35 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [How-To]Use Irrlicht with code::blocks and win32 dlls/libs
Replies: 10
Views: 4480

Oh well. :P

Anyways i also find out that the FREE visual c++ 8.0 in better then code::blocks when it comes to win32 compiling. ;P
by Kamazy
Thu Dec 07, 2006 12:46 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [How-To]Use Irrlicht with code::blocks and win32 dlls/libs
Replies: 10
Views: 4480

If GCC works fine for you then use it. :P
But for people who want to use win-32 with code::blocks, now they have a tutorial on doing that.
by Kamazy
Tue Dec 05, 2006 9:18 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [How-To]Use Irrlicht with code::blocks and win32 dlls/libs
Replies: 10
Views: 4480

The problem is not runing irrlicht, but runing irrlicht with DX8/9 on my laptop.
The dll and lib works just fine on PC but not on my laptop and for that reason i chose to use the win-32 dll and not the GCC.
And i do use a compiled irrlicht with dx.
by Kamazy
Tue Dec 05, 2006 9:14 pm
Forum: Open Discussion and Dev Announcements
Topic: MDL support
Replies: 17
Views: 1489

Wrong!
As some engines support more graphic features then other,
like bump maping, paralax maping, "gloom"....
What models are used are just, secondary.
An the engine is used to render them, and not all engines render the same way.
by Kamazy
Tue Dec 05, 2006 5:06 pm
Forum: Open Discussion and Dev Announcements
Topic: MDL support
Replies: 17
Views: 1489

What do you mean, that’s already in Irrlicht.
:oops: My face is sooo red. :oops:

Anyways that was all i wanted. :P
by Kamazy
Tue Dec 05, 2006 4:58 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [How-To]Use Irrlicht with code::blocks and win32 dlls/libs
Replies: 10
Views: 4480

Aren't you supposed to be using Nightly Builds for the VS2003 compiler to worK? Not sure but this one seems to work fine for me. Anyways, how is the GCC library "worse"... Here, Main reason i use win32 dll/lib is becouse on my laptop when i try to use GCC compiled irrlicht (with DX) it cr...
by Kamazy
Mon Dec 04, 2006 9:37 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: [How-To]Use Irrlicht with code::blocks and win32 dlls/libs
Replies: 10
Views: 4480

[How-To]Use Irrlicht with code::blocks and win32 dlls/libs

Ok, Here's how to use Code::Blocks with irrlicht win32 dll/lib. The Main reason for using the win32 dll/lib is becouse (IMHO) it's much better then the GCC version. Ok, let's start: 1. Downlaod CODE::BLOCKS http://prdownloads.sourceforge.net/codeblocks/codeblocks-1.0rc2_mingw.exe?download There's a ...
by Kamazy
Mon Dec 04, 2006 8:19 pm
Forum: Open Discussion and Dev Announcements
Topic: MDL support
Replies: 17
Views: 1489

I’ve shared my code and talked about... Could you make a patch then. :P so people are free to add it if they wish. But remember this is a graphics engine so I don’t see this as a ‘standard feature’... Well, if it the "graphics" job to dop that stuff. :P Anyways, PLZ at least add a "A...
by Kamazy
Sat Dec 02, 2006 5:16 pm
Forum: Bug reports
Topic: [fixed] Bug in example demo
Replies: 0
Views: 449

[fixed] Bug in example demo

// delete entry Impacts.erase(i); i--; // play impact sound #ifdef USE_IRRKLANG if (irrKlang) irrKlang->play3D(impactSound, Impacts[i].pos, false,false,false); #endif #ifdef USE_SDL_MIXER if (impactSound) playSound(impactSound); #endif should be: // play impact sound #ifdef USE_IRRKLANG if (irrKlan...
by Kamazy
Sat Dec 02, 2006 2:42 pm
Forum: Open Discussion and Dev Announcements
Topic: MDL support
Replies: 17
Views: 1489

The reason i'm asking about this is because they are a standard feature in most/all Graphic engines. I mean in TV3D you simply "attach to bone" or "select submodel" and that's a VERY usefull feature. (So far irrlicht is better then TV3D, but when TV3D 6.5 comes out it would have ...
by Kamazy
Fri Dec 01, 2006 10:42 pm
Forum: Open Discussion and Dev Announcements
Topic: MDL support
Replies: 17
Views: 1489

Well the features i want are: Hitboxes. So knowing where you him some1 is made easier Bone manipulation. So you can have dinamic animatinos. EX: make AI head look at player. Animatoin blend. so you can have 2 animations playing at once. EX: player legs and top are actualy 2 seperate animations made ...
by Kamazy
Fri Dec 01, 2006 4:13 pm
Forum: Open Discussion and Dev Announcements
Topic: MDL support
Replies: 17
Views: 1489

MDL support

I'm wondering why irrlicht doesn't have MDL support yet.
It's the best format for FPS.
Mostly cuz of hit boxes and bone controlers. But it allso supports sub models groups and attachments. making it very usefull for any kind of game type.
So does irrlicht have plans on supporting .mdl files?
by Kamazy
Thu Nov 30, 2006 12:05 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 1.2 released
Replies: 19
Views: 4633

Questoin: irrKlang doesn't work with dev-cpp? :(

[edit]

Yup only win-32 lib. XD
by Kamazy
Mon Nov 27, 2006 2:12 pm
Forum: Beginners Help
Topic: very newb question
Replies: 7
Views: 291

Could anyone point me to a code example of how to make external variables?
I'm very newb to this kind of variable passing.