Search found 125 matches

by Captain_Kill
Sat Jan 22, 2005 8:47 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: GeoMipMapped Terrain Scene Node ( UPDATED 3/3/05 )
Replies: 101
Views: 28935

Hey Spintz, awesome demos BUT i can't get the code to work! :( It compiles ok and i applied those 32-16bit changes but it still doesn't work... It seems to be that rather than running the terrain strips parallel, it just sticks em on top of each other :? I was using 0.6 but i switched because i thou...
by Captain_Kill
Thu Oct 28, 2004 8:00 am
Forum: Advanced Help
Topic: Xbox programming with Irrlicht?
Replies: 19
Views: 3274

:lol: There's no such thing as a (fully functional) emulator. You'll need a REAL XBox and as for the XDK... You can't get it legally from MS and OpenXDK wasn't mature enough last time I checked. I may try compiling Irrlicht for XBox if I can find the time... I'm sure it's possible. Heck, there's eve...
by Captain_Kill
Wed Oct 27, 2004 3:47 am
Forum: Advanced Help
Topic: Xbox programming with Irrlicht?
Replies: 19
Views: 3274

I will need to compile Irrlicht for Xbox. Beware! XBoxs can't use DLL files! You'll need to make Irrlicht into a static lib (I think...) Also, you don't necessarily need a Debug XBox to develop for XBox. All you need is a modchip and you can get a little tool that allows the XBE files from the offi...
by Captain_Kill
Sun Oct 24, 2004 2:05 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: new software for animating skeletal weight models--> cal3
Replies: 8
Views: 3497

As i said in my reply, all you have todo is provide the collision system for the cloth (Otherwise it'll go through the model). The rest is handled by Cal3D. Just get the Cally demo for an example of it in action (minus the collision...)
by Captain_Kill
Sat Oct 23, 2004 11:09 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: new software for animating skeletal weight models--> cal3
Replies: 8
Views: 3497

BTW, cloth is animated with good old bones and careful weighting Not entirely true for Cal3D ;) It has a cool little option which allows you to assign all vertexes on a model that aren't connected to a bone/rig to a cloth simulation system built into Cal3D. As a result all the user has todo is add ...
by Captain_Kill
Sat Oct 16, 2004 4:19 am
Forum: Open Discussion and Dev Announcements
Topic: Which animation?
Replies: 26
Views: 2753

Weird... I've used Max 6 with Cal3D with no problems. I think the Max 5 exporter works with newer Max versions too.
by Captain_Kill
Fri Oct 15, 2004 9:11 am
Forum: Open Discussion and Dev Announcements
Topic: Which animation?
Replies: 26
Views: 2753

Hey Tyn, Cal3D is NEARLY there and I'd highly recommend it. Seen as you're starting from scratch then Cal3D's different coordinate system wouldn't be as much of an issue for you because you could just rotate the model in Max. If you're interested check out all the Cal3D threads around the forum or a...
by Captain_Kill
Fri Oct 08, 2004 10:10 am
Forum: Open Discussion and Dev Announcements
Topic: Cal3D Scene Node Devel Thread
Replies: 7
Views: 1705

The problem isn't with the textures ;) They're fine! Atm, the problem is with the orientation of the model itself! Which is the bug that I want to fix. Textures have always worked fine for me, atleast with the models I'm using. I'd post a pic but you can't post em on this forum :cry:
by Captain_Kill
Fri Oct 08, 2004 3:57 am
Forum: Open Discussion and Dev Announcements
Topic: Cal3D Scene Node Devel Thread
Replies: 7
Views: 1705

Fook... I got no idea what's up with Irrlicht's coordinate system but this thing refuses to work :? tmp.Pos.set(meshVertices[i][0],meshVertices[i][2],meshVertices[i][1]); tmp.Pos.set(-meshVertices[i][0],meshVertices[i][2],meshVertices[i][1]); They're the 2 coordinate systems that are the closest. My...
by Captain_Kill
Fri Oct 08, 2004 2:57 am
Forum: Open Discussion and Dev Announcements
Topic: Cal3D Scene Node Devel Thread
Replies: 7
Views: 1705

I just tried 32 (!) or so different coordinate tests to see why the heck my model isn't working right. So far I haven't found a combo that works, which is irritating. The model is exported straight from Max 6 using the Cal exporters yet I can't seem to get it to face the right directions in Irrlicht...
by Captain_Kill
Fri Oct 08, 2004 12:54 am
Forum: Open Discussion and Dev Announcements
Topic: Cal3D Scene Node Devel Thread
Replies: 7
Views: 1705

Fire at will with those questions you have and I'll try to answer them. :D PS. I'm considering writing my own Cal3D node anyway as a sought of learning experience... Hopefully we'll be able to produce something good because Cal3D is a VERY cool animation library and it works well with my collection ...
by Captain_Kill
Fri Oct 08, 2004 12:50 am
Forum: Advanced Help
Topic: More Cal3D
Replies: 6
Views: 855

Ah, ok! :)
by Captain_Kill
Thu Oct 07, 2004 2:38 pm
Forum: Advanced Help
Topic: More Cal3D
Replies: 6
Views: 855

w00t! :o Congrats! 8) Thanks for sharing the code too, m8! :D Ya made my day with that... :twisted:

Fyi, I'm also considering doing a Cal3D scene node. I have MSN if you want to share ideas or anything.
by Captain_Kill
Wed Sep 15, 2004 6:33 am
Forum: Beginners Help
Topic: free compiler with lightmaps?
Replies: 270
Views: 72955

ZDimitor: Awesome work :D I'm no artist but I can appreciate the programming :lol: I got a potentially better solution to that problem you mentioned... Instead of combining 2 images, why not just load them both? ;) It's definatly possible and would be a cool addition to Irrlicht. Actually... I think...
by Captain_Kill
Tue Sep 14, 2004 12:43 pm
Forum: Off-topic
Topic: I quit. (Eve-corp, IrrForge, etc...)
Replies: 13
Views: 2107

Ouch :cry: Thanks Saigumi... It was fun while it lasted :) Hope all goes well for you