Search found 178 matches
- Sat Apr 03, 2004 3:12 am
- Forum: Beginners Help
- Topic: Use a special SceneNode type for cars?
- Replies: 6
- Views: 585
- 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, ...
- 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. ...
- Fri Apr 02, 2004 9:37 am
- Forum: Beginners Help
- Topic: 3DS LOAD
- Replies: 12
- Views: 673
- 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, ...
- 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...
- 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...
- Wed Mar 31, 2004 6:49 am
- Forum: Beginners Help
- Topic: sustractive transparency?
- Replies: 12
- Views: 1171
- 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...
- Wed Mar 31, 2004 6:36 am
- Forum: Beginners Help
- Topic: Example bug with DevC++
- Replies: 8
- Views: 460
- Tue Mar 30, 2004 9:10 am
- Forum: Beginners Help
- Topic: Example bug with DevC++
- Replies: 8
- Views: 460
- Tue Mar 30, 2004 3:47 am
- Forum: Beginners Help
- Topic: .3ds Collision Detection
- Replies: 2
- Views: 343
- Tue Mar 30, 2004 3:37 am
- Forum: Beginners Help
- Topic: where is terrain tutorial?
- Replies: 1
- Views: 362
- 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...
- Tue Mar 30, 2004 3:33 am
- Forum: Beginners Help
- Topic: Example bug with DevC++
- Replies: 8
- Views: 460