Search found 40 matches

by Cairon
Sun Oct 30, 2005 1:57 pm
Forum: Advanced Help
Topic: Is parallax mapping possible on BSP meshes?
Replies: 1
Views: 301

Is parallax mapping possible on BSP meshes?

Hi guys!

Is it possible to use parallax mapping (or any other shader effect) on bsp meshes? i don't see any method on supplying the nessasary normal map textures, so i guess its not supported, but i would really like to do such an effect, so to be sure i wanted to ask the community.

Cairon
by Cairon
Sat Jan 22, 2005 1:47 pm
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39867

Yeah, finaly, i've got it :-)
I implemented the first car into my game.
You can get a pre-release at: http://aoh.arturh.com/aoh_v084.zip

Its the first working version, but it works quite fine :-)
by Cairon
Mon Jan 17, 2005 10:30 pm
Forum: Advanced Help
Topic: Terrain integration into newton physics
Replies: 3
Views: 898

sorry, Spintz! :) But now everything works fine, and its fast enougth for me even without optimization. I'm trying now to implement the jeep from the newton sdk example... Has somebody did this before? Could someone send my some code? kontakt at arturh dot com, or contact me via icq. Because its a l...
by Cairon
Mon Jan 17, 2005 9:48 pm
Forum: Advanced Help
Topic: Terrain integration into newton physics
Replies: 3
Views: 898

i've got it, with a function wrote by Sprintz in this thread: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=4917 But I use this only for loading terrain. But it only works when i set optimize = 0 in NewtonTreeCollisionEndBuild(newtonmap, optimize) :-( dunno why, but my fps is still very hig...
by Cairon
Mon Jan 17, 2005 6:22 pm
Forum: Advanced Help
Topic: Terrain integration into newton physics
Replies: 3
Views: 898

Terrain integration into newton physics

Hi! I'm trying to implement my terrain into the newton world. I'm using the same code as for my BSP Level. You can see the result at: http://aoh.arturh.com/terrain.JPG Another problem i have with my existing code is, that i cannot set the position of my bsp level, because this results in an endless ...
by Cairon
Fri Jan 14, 2005 6:26 pm
Forum: Project Announcements
Topic: Q3 Entity Extractor
Replies: 13
Views: 2485

yeah :D thats really great... I've waited for such a usefull programm very long... really thanks alot !!
by Cairon
Tue Jan 11, 2005 9:07 pm
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39867

Its release time again :-)
I fixed most bugs, and I created a nice xml file gui loader.
Now I can work on the gameplay, and the networking. I will integrate a masterserver for aoh, so everybody can find running games.

http://aoh.arturh.com - Version 0.83
by Cairon
Tue Jan 11, 2005 3:54 pm
Forum: Beginners Help
Topic: Camera as guns parent?
Replies: 11
Views: 637

Hi Walter!

You can just set the position with setPosition().
If your scene node has a parent, the position is interpreted relatived to parents position and rotation.

If you want some code, check out http://aoh.arturh.com :-)
by Cairon
Sun Jan 09, 2005 3:51 am
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39867

I released an updated version of Arena of Honor. http://aoh.arturh.com I integrated IrrlichtNX as the main new "feature". That fixed the problem with misguided bullets while using player physics. I registred my project at sf.net, and uploaded the new version there. The fix by magic worked ...
by Cairon
Thu Jan 06, 2005 3:53 pm
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39867

that would be GREAT :D
by Cairon
Wed Jan 05, 2005 9:31 pm
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39867

the network stuff is really tricky, i can't say why its working now... maybe reading my code can help you, the main file for connecting is menu.cpp, there the server is started and the client waits for gettings connected. I'm checking for for rakClient->IsConnected() return true (then you are connec...
by Cairon
Wed Jan 05, 2005 3:05 pm
Forum: Advanced Help
Topic: How can i make post-filter effects. for ex. such as Manhunt.
Replies: 4
Views: 568

I'm not very common with these advanced game effects, but I thing most of them are done with pixel and vertex shaders
by Cairon
Wed Jan 05, 2005 3:04 pm
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39867

Hi, I want to inform you about the progress of the game. I recently ported it to IrrlichtNX because of some advanced features I need to use... I still have some problems with the new version. My artist redesigned the menu envirement, and I'm trying to implement it. I want to post my main problems, m...
by Cairon
Wed Jan 05, 2005 2:48 pm
Forum: Advanced Help
Topic: How can i make post-filter effects. for ex. such as Manhunt.
Replies: 4
Views: 568

you can directly access a texture if you call

video::ITexture* i = driver->getTexture(...);
void* buffer = i->lock();
by Cairon
Sun Jan 02, 2005 8:15 pm
Forum: Project Announcements
Topic: Arena of Honor - Multiplayer FPS with Newton physics
Replies: 45
Views: 39867

THANK YOU SO MUCH :D
It works now perfectly, but it slows down the fps a lot of course :D
You can access this debugging feature by pressing 'O' in my game.

Now i can perfectly adjust the collision primitiv for my bullets and balls.