Search found 178 matches

by Domarius
Sat Apr 03, 2004 3:12 am
Forum: Beginners Help
Topic: Use a special SceneNode type for cars?
Replies: 6
Views: 585

I have no experience with MS3D objects, but the way I'd tackle this is to make the wheels seperate objects. (Although that's probably not what you wanted to hear)
by Domarius
Sat Apr 03, 2004 1:57 am
Forum: Beginners Help
Topic: Questions about workings of fireball in techdemo
Replies: 4
Views: 449

Thanks disanti. I know what vector3df does. I was wondering what the SParticleImpact struct is doing with it. I think I'll go to the advanced forum with that one. I wouldn't waste the processor with testing each fireball. You should just test the distance between the object that can be in the fire, ...
by Domarius
Fri Apr 02, 2004 9:40 am
Forum: Beginners Help
Topic: Questions about workings of fireball in techdemo
Replies: 4
Views: 449

Questions about workings of fireball in techdemo

In the tech demo, in CDemo.cpp, there is a 'struct' called SParticleImpact. I worked out that this is what is instantiated to make a "shoot" fireball. These variables are created inside it. core::vector3df pos; core::vector3df outVector; I'm assuming they are to help make the ball travel. ...
by Domarius
Fri Apr 02, 2004 9:37 am
Forum: Beginners Help
Topic: 3DS LOAD
Replies: 12
Views: 673

If you are talking about material types that have properties like 'specular highlight' and 'matte'; etc. those are material properties that are specific to 3D rendering apps.

3D games only care about meshes and textures.
by Domarius
Fri Apr 02, 2004 9:25 am
Forum: Beginners Help
Topic: Moving Bullets
Replies: 9
Views: 1892

(Assuming you know how to use OOP and create multiple bullets in an array) If you open the TechDemo project (in the examples folder), specifically the CDemo.cpp file, you'll see how bullets are done. They are animated by testing a line collision between the camera and the nearest part of the level, ...
by Domarius
Fri Apr 02, 2004 9:11 am
Forum: Beginners Help
Topic: about quake map
Replies: 8
Views: 478

Of course - it's a feature of OctTree, not the actual BSP format (that would be just silly). I don't know why I forgot that a level is loaded with OctTree and the animated models are loaded with AnimatedMesh or whatever. Well, shouldn't it be possible to change the distance that OctTree clips geomet...
by Domarius
Wed Mar 31, 2004 12:56 pm
Forum: Beginners Help
Topic: sustractive transparency?
Replies: 12
Views: 1171

Well. I think the Photoshop/GIMP 'burn' is sustractive transparency. ... I have tried several combinations with the material flags and types of the second particle system, but never managed to make the particles darken the background instead of lighting it up I just think that's really strange. I d...
by Domarius
Wed Mar 31, 2004 6:49 am
Forum: Beginners Help
Topic: sustractive transparency?
Replies: 12
Views: 1171

Sounds like a feature that I would expect - if my understanding of it is correct, its the opposite to "additive blending", and is like having the 2 features in adobe photoshop - "colour dodge" and "colour burn". One adds colour values to the existing colours, one subtra...
by Domarius
Wed Mar 31, 2004 6:44 am
Forum: Beginners Help
Topic: about quake map
Replies: 8
Views: 478

I can't solve your problem but I can provide some info that may help. When I was fooling around with the Quake map load example, I looked down at the ground, then reversed, flying up into the sky. After a certain point, the furthest parts of the level started to dissapear, till the whole level dissa...
by Domarius
Wed Mar 31, 2004 6:36 am
Forum: Beginners Help
Topic: Example bug with DevC++
Replies: 8
Views: 460

Well if his copy of "hello world" is unmodified (which is what I was trying to find out), then I am pretty certain his probem is the old one, solved in the "How to get directX8 in Dev-C++" thread in the FAQ forum.
by Domarius
Tue Mar 30, 2004 9:10 am
Forum: Beginners Help
Topic: Example bug with DevC++
Replies: 8
Views: 460

My only suggestion is to read the "How to get directX8 in Dev-C++" thread in the FAQ forum. But it's really strange that the helloworld works but the others don't. What renderer are you using? Can you check the line of code in the Helloworld example that starts the renderer? Does it say ED...
by Domarius
Tue Mar 30, 2004 3:47 am
Forum: Beginners Help
Topic: .3ds Collision Detection
Replies: 2
Views: 343

AFAIK, it's not supposed to. Bounding box collision returns 'true' if something is intersecting with the bounding box, 'false' otherwise. No other cases are possible. You can't collide with the 'walls' of the cube. If you need to, then you need to make your cube walls out of seperate objects.
by Domarius
Tue Mar 30, 2004 3:37 am
Forum: Beginners Help
Topic: where is terrain tutorial?
Replies: 1
Views: 362

Have a search on the forum for "terrain". The terrain renderer shown in the screen shots is still slow and buggy - its not finished, so no tutorials.
by Domarius
Tue Mar 30, 2004 3:37 am
Forum: Beginners Help
Topic: a good level editor
Replies: 8
Views: 1166

Domarius: The level editor is not included neither with the demo nor the retail version of Quake 3. What I meant is that to compile and run a Quake3 map (to check how it looks before using it in Irrlicht) you may do it with the demo version. The level editor is an additional download you must do. G...
by Domarius
Tue Mar 30, 2004 3:33 am
Forum: Beginners Help
Topic: Example bug with DevC++
Replies: 8
Views: 460

Yes that is false. OpenGL is just another standard. It's just very popular, which means that it's usually supported by every 3D card, but it's not written anywhere that they have to.