Search found 51 matches
- Wed Mar 24, 2004 11:42 pm
- Forum: Advanced Help
- Topic: whats wrong ?
- Replies: 2
- Views: 555
without seeing your map in the level editor, I cant honestly tell you. Things to look out for are how you create what is call brushes. If you have any that over lap, it will cause the Wpoly count to skyrocket, and for an engine to decide on the fly if it needs to cast these to the view on screen can...
- Wed Mar 24, 2004 12:10 am
- Forum: Advanced Help
- Topic: Need some feedback on rotating a mesh method
- Replies: 2
- Views: 639
I thought I put in the information above that these doors are seperate mesh or models on thier own, and loaded on thier own. Apparently using the setRotation funtion works off the coordinates of the scene, and I get this from reading the h file defintion where it says relative position. That is why ...
- Tue Mar 23, 2004 4:44 pm
- Forum: Advanced Help
- Topic: Need some feedback on rotating a mesh method
- Replies: 2
- Views: 639
Need some feedback on rotating a mesh method
As the title says, I need some feedback on rotating a mesh that I have put into my scene. Some of you may have seen the castle I have created, and it has doors. I am currently opening them by using the mouse with the door being an animated mesh. Well this works, but, for all intents and purposes isn...
- Mon Mar 22, 2004 6:20 pm
- Forum: Project Announcements
- Topic: IrrlichED Anyone interested?
- Replies: 24
- Views: 9917
I am not using bsps in my demo. I am using an .x mesh and it works fairly decent detecting the mesh with ISceneNodeAnimatorCollisionResponse way of doing things. I have created a landscape mesh and can walk around in my level this way, and buildings I have created also are detected. As to portals, i...
- Mon Mar 22, 2004 6:19 pm
- Forum: Project Announcements
- Topic: IrrlichtFPS
- Replies: 57
- Views: 14374
interesting about the md2 and md3, as I have stayed away from using both formats because I have been playing around with UT type of skeletatl animation for quite some time, and just recently started trying to work on my own to produce a demo with skeletal animation support. I will have to check thes...
- Mon Mar 22, 2004 3:27 pm
- Forum: Project Announcements
- Topic: IrrlichtFPS
- Replies: 57
- Views: 14374
Well since there was no skeletal information in any of the formats he had on the site, I had to rerig the beastie. The compiler did the rigid deformations, sorry. I do not know of any that will put weights in a md2 model, unless your using a hybrid compiler that works like the version of q3 does. Th...
- Mon Mar 22, 2004 5:22 am
- Forum: Project Announcements
- Topic: IrrlichtFPS
- Replies: 57
- Views: 14374
Ok I have rigged it to my old md2 animations, and it was giving me a heck of a time as this guy is pretty beefy! I had to tweak several of the animations. When I did, some of the joints got a bit out of wack, but I think I may have them all smoothed so they look good when you run them through the se...
- Sun Mar 21, 2004 9:04 pm
- Forum: Project Announcements
- Topic: IrrlichED Anyone interested?
- Replies: 24
- Views: 9917
well its not so much the concern to output to MAP format, as there are several editors that do this. The thing of concern for users of the IRRLICHT engine is that the editor could write some code as to placement of entities we use. It has been already mentioned that is a big pain fudging around with...
- Sat Mar 20, 2004 10:11 pm
- Forum: Project Announcements
- Topic: IrrlichED Anyone interested?
- Replies: 24
- Views: 9917
As to turning it off grid snap I was refering as far as having it align, I have had this problem since I have worked on bsp type of maps since the Duke Nukem days. I guess you havnt ever tried moving or pasting items around that was built with a 1 grid unit? I have, as I have built some pretty detai...
- Sat Mar 20, 2004 7:41 pm
- Forum: Project Announcements
- Topic: IrrlichED Anyone interested?
- Replies: 24
- Views: 9917
Interesting plugin rat, but it seems it should be the other way round ? Mappings hard enough in radiant, let alone milkshape ! :p ...I assumed their formats were different because you cannot load hammer .maps in radiant.. I find hammer a nicer editor than radiant so a converter would be great :D Ac...
- Sat Mar 20, 2004 2:58 am
- Forum: Project Announcements
- Topic: IrrlichED Anyone interested?
- Replies: 24
- Views: 9917
I see this hasnt had any progress, but you may want to pop in my plugin for Milkshape 3D for MAP exporting. I made it for prefabs mostly for Quake and Half Life type of game modifications, but I have succesfully used it for creating test maps that can have quite a few rooms in it. (If your willing t...
- Fri Mar 19, 2004 10:27 pm
- Forum: Project Announcements
- Topic: IrrlichtFPS
- Replies: 57
- Views: 14374
its noble to do this as a hobby and as well as to contribute and help someone else. I indeed appreciate your efforts and wasnt trying to discourage you. I have been down the same road as you, and presently out of work again. I have done work for freelance work for caligari and others. Maybe some day...
- Fri Mar 19, 2004 6:47 pm
- Forum: Project Announcements
- Topic: IrrlichtFPS
- Replies: 57
- Views: 14374
I have been watching this thread for awhile and seen the chat back and forth about this particular model. I would think that by now, you would simply forget the animations, and rerig this model to a skeleton that is compatable to output to something that the IRRLICHT engine expects. From what I have...
- Fri Mar 19, 2004 4:21 pm
- Forum: Beginners Help
- Topic: need to know something about the sdk before i download
- Replies: 7
- Views: 736
if your just wanting to build a game, and not get into coding it, or just want to do very little coding, I would suggest downloading a game builder like 3dRad, DarkBasic, blitz, or other simple types. If you have Half Life, Quake3, or one of the UT type of games, you dont have to code at all, you ca...
- Thu Mar 18, 2004 4:01 pm
- Forum: Project Announcements
- Topic: Start of a project of scene with some terrain mesh
- Replies: 15
- Views: 5961