Search found 52 matches

by erSitzt
Thu Jun 08, 2006 4:09 pm
Forum: Project Announcements
Topic: delete
Replies: 3
Views: 997

If you are trying to make Sci-fi-version of counterstrike why dont you do this by creating a mod for half-life1/2 ???
by erSitzt
Tue Oct 19, 2004 6:59 am
Forum: Beginners Help
Topic: Poly count limit?
Replies: 38
Views: 6343

The max polycount limit of 65535 is removed in IrrlichtNX which uses 32bit indices...

http://irrlichtnx.mmdevel.de
by erSitzt
Mon Oct 11, 2004 7:01 am
Forum: Beginners Help
Topic: add to tutorials
Replies: 2
Views: 310

I think the purpose of the tutorials is NOT to show you how exactly something works but to show how it could work... and if you have a look at the API you will see that the changes are minimal and easy to get the result you want to have. The collision-tutorial wants to show how irrlicht handles coll...
by erSitzt
Fri Oct 08, 2004 8:55 am
Forum: Advanced Help
Topic: Ray casting and multiple Objects
Replies: 17
Views: 2650

Assume you have only two stati for SceneNodes : Enabled (0x0001) Disabled (0x0010) 1. ) Whenever you create a SceneNode use a ID (Enabled) in the constructor ( Have a look at the API which param it is ) 2. ) Create a ray that selects all SceneNode with a specific ID. Thats it. To disable SceneNodes ...
by erSitzt
Thu Oct 07, 2004 11:59 am
Forum: Advanced Help
Topic: Ray casting and multiple Objects
Replies: 17
Views: 2650

Sry for posting...

i'll ignore your answers too if you post some...
by erSitzt
Thu Oct 07, 2004 7:37 am
Forum: Advanced Help
Topic: Ray casting and multiple Objects
Replies: 17
Views: 2650

Did you try using the SceneNode-IDs ?

For example group your scenenodes in two groups :
Enabled : (0x0001)
Disabled : (0x0010)

check this post too :
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=2859
by erSitzt
Tue Oct 05, 2004 7:46 am
Forum: Beginners Help
Topic: Vegetation Maps || Just a thought
Replies: 18
Views: 1536

I think computing the positions for vegetation is overkill... placing them randomly may be ok, but that TriangleSelector will only work with very small areas.

This approach could be used in an editor which stores the generated data to a file that is later on used for terrain/veg.-loading
by erSitzt
Mon Oct 04, 2004 1:03 pm
Forum: Beginners Help
Topic: Vegetation Maps || Just a thought
Replies: 18
Views: 1536

grouping is a good idea... at least for grass/flowers and brushes. I want my trees to fall if they're hit by something big, so grouping would be a problem...

I'll wait until someone comes up with a better terrain :)
by erSitzt
Mon Oct 04, 2004 11:44 am
Forum: Beginners Help
Topic: Vegetation Maps || Just a thought
Replies: 18
Views: 1536

How do you position your plants (height) ? Are you using the heightmap of the terrain to get the position for the plants ?

Im asking because i think the TerrainSceneNode is lacking a getHeight(X,Z) function ...
by erSitzt
Sun Oct 03, 2004 8:05 pm
Forum: Beginners Help
Topic: vector3df numbers argh
Replies: 2
Views: 327

you could have a look at the API-Doc. core::vector3df(X,Y,Z) weaponNode->setScale(core::vector3df(6,4,4)); scale the mesh by 6 on the x-axis , 4on thy y-axis and so on setPosition will position the mesh at x,y,z weaponNode->setRotation(core::vector3df(0,30,0)); setRotation uses degrees so this line ...
by erSitzt
Sun Oct 03, 2004 12:13 pm
Forum: Beginners Help
Topic: Two meshes. Collision detection.
Replies: 1
Views: 296

You could use a physics-engine like ODE and feed it with a less detailed version of the mesh that you are displaying... but i never tried that so you'll have to try it yourself.
by erSitzt
Sun Oct 03, 2004 9:59 am
Forum: Advanced Help
Topic: Problem using Irrlicht with ODE
Replies: 24
Views: 2068

please try one of the binary releases of ode and test again...

And try using SINGLE Precision if you compile it yourself.
by erSitzt
Sun Oct 03, 2004 9:55 am
Forum: Beginners Help
Topic: Vegetation Maps || Just a thought
Replies: 18
Views: 1536

I think this approach will look a little ugly when you have to scale your terrain, because all your plants will reside on the vertexes of the terrain. I would prefer to specify regions with that vegetationmap (using colors) for certain plants and randomize their positions a little. I think that woul...
by erSitzt
Thu Sep 30, 2004 6:48 pm
Forum: Advanced Help
Topic: Problem using Irrlicht with ODE
Replies: 24
Views: 2068

Do you use a precomp. binary of ODE ? I had that problem when using a self-compiled version of ode...
by erSitzt
Sun Sep 26, 2004 4:39 pm
Forum: Open Discussion and Dev Announcements
Topic: Everything should have a true/false flag
Replies: 10
Views: 886

Why not use setVisible(bool isVisible)... If you want to disable other things like animations/positionchanges etc for your entities create a manager-class which holds a list of all your entities. You could then add/remove your entities to/from that manager. Updates for all your entities are handled ...