Search found 40 matches

by SanderVocke
Sun Nov 20, 2005 11:52 am
Forum: Advanced Help
Topic: Complex animation (motion blending?)
Replies: 7
Views: 649

Thanx for helping! I hope I'll be able to implement all this in a game, it's by far the most ambitious project I did up to now.
by SanderVocke
Sat Nov 19, 2005 6:45 pm
Forum: Advanced Help
Topic: Complex animation (motion blending?)
Replies: 7
Views: 649

@dhenton: you mean that I should first make all the seperate parts, then swap them out and save every combination as a model file? Or did I misunderstand you?

#Guest: would that mean using several scene nodes for my model: would that be very bad for performance?

Thanks for replying.
by SanderVocke
Fri Nov 18, 2005 3:35 pm
Forum: Beginners Help
Topic: error compiling example 10.Shaders
Replies: 2
Views: 149

Try going to Project Settings (or whatever that is in .NET, I use vc++), going to c/c++ and adding /nodefaultlibs to the list of Project Options. This is how I recall solving the problem, not sure if it works for you.
by SanderVocke
Fri Nov 18, 2005 3:32 pm
Forum: Beginners Help
Topic: Problems with my "gamestate"-variable
Replies: 5
Views: 269

I usually make a gamestate variable, just like you. Then I define possible values for it like this: #define GS_MENU 1 #define GS_INGAME 2 #define GS_PAUSED 3 #define GS_WHATEVER_STAGE_YOU_WANT 4 I store it in a seperate class along with other global variables, and it works fine for me. Now I can set...
by SanderVocke
Fri Nov 18, 2005 2:41 pm
Forum: Beginners Help
Topic: CollisionResponse and FlyStraight
Replies: 2
Views: 218

If you're talking about the main game character which needs to be moved with the W button, choosing for the FlyStraight animator probably isnt the best choice. I don't know how to solve your problem, but I advise you to write a game loop instead that makes the node move (*constant* x elapsed frame t...
by SanderVocke
Fri Nov 18, 2005 2:26 pm
Forum: Advanced Help
Topic: Complex animation (motion blending?)
Replies: 7
Views: 649

Complex animation (motion blending?)

For a third person shooter project I've been thinking about, it would be really cool to have a mix of custom and predefined animation on the player model (eg the character would be aiming and looking at the mouse cursor, but his legs would still move with a run animation). Before I start this projec...
by SanderVocke
Thu Nov 17, 2005 1:22 pm
Forum: Project Announcements
Topic: RGE- My simple ORPG game testing !
Replies: 4
Views: 871

I get an error when trying to run any of the 3 binaries in the game:

"Unable to initialize program (0xc0000135). Click to end application."
by SanderVocke
Thu Nov 17, 2005 12:33 pm
Forum: Open Discussion and Dev Announcements
Topic: New Game Development Community Forum
Replies: 8
Views: 609

Wow, you development studio has a great office building 8)
by SanderVocke
Thu Nov 17, 2005 12:13 pm
Forum: Beginners Help
Topic: Creating a water plane
Replies: 7
Views: 509

I think that plane3d in Irrlicht is only used for calculations (intersections with lines etc), I haven't seen a visual representation of a plane onscreen yet. Is the water scene node really that slow?
by SanderVocke
Thu Nov 17, 2005 12:11 pm
Forum: Beginners Help
Topic: Help getting started
Replies: 2
Views: 147

you should probably start out with reading and understanding the tutorials that you think contain useful information for your project. Tutorial 1 is a must, and you should also look at Movement, Collision, and Quake 3 Map tutorials. That should give you a basic idea of what to do first.
by SanderVocke
Thu Nov 17, 2005 11:37 am
Forum: Beginners Help
Topic: Collision
Replies: 12
Views: 1092

nvm that, I found the correct way to do it. It seems to work fine, only I get the idea that there is an invisible border around the quake 3 standard level: my ship now explodes when trying to enter the level from outside. Ill make my own level and try again.
by SanderVocke
Thu Nov 17, 2005 9:24 am
Forum: Beginners Help
Topic: Collision
Replies: 12
Views: 1092

Thx, that might just be what I need. Ive got one little problem tho: how do I pass an array of triangles to the function? should it be done like this: triangle3d<f32> triangles[2]; aabbox3d<f32> box = ships[i].shipnode->getTransformedBoundingBox(); s32 trianglecount; levelts->getTriangles(&trian...
by SanderVocke
Wed Nov 16, 2005 9:37 pm
Forum: Beginners Help
Topic: Newbie texturing help
Replies: 5
Views: 276

I guess so, I usually make seperate "groups" in my skin for differing colors. Nice model! It looks a lot like one I just made yesterday for my space game :P.
Image
:shock:
by SanderVocke
Wed Nov 16, 2005 9:31 pm
Forum: Beginners Help
Topic: Collision
Replies: 12
Views: 1092

From what I see in the API, it looks like this function is just like a collision response animator: it determines the new position of the ellipsoid, based on collision, gravity, sliding etc. In my spacegame, I want ships to explode when hitting level geometry, not slide, gravitate or anything like t...
by SanderVocke
Wed Nov 16, 2005 9:01 pm
Forum: Beginners Help
Topic: Problems with my "gamestate"-variable
Replies: 5
Views: 269

When using "if" or "while", you should change: "gamestate = 2" to "gamestate == 2". "=" assigns a value to a variable(even in an if statement). therefore, when stating "if(gamestate = 1)", gamestate will be set to 1 and the if statement wil...