Search found 18 matches

by BattleElf
Fri Nov 17, 2006 12:20 pm
Forum: Code Snippets
Topic: [C++] Reflective Water (conversion from .NET)
Replies: 58
Views: 33763

It's a Radeon 9100 IGP and it's a real pain because I can't get the Catalyst drivers to identify it properly so I've got Omega drivers loaded.
by BattleElf
Fri Nov 17, 2006 12:09 pm
Forum: Code Snippets
Topic: [C++] Reflective Water (conversion from .NET)
Replies: 58
Views: 33763

Ok, well it's probably to do with my video card then because the original .NET version displays the same as the screenshot I posted above.
by BattleElf
Fri Nov 17, 2006 11:19 am
Forum: Code Snippets
Topic: [C++] Reflective Water (conversion from .NET)
Replies: 58
Views: 33763

Ahh, I managed to get a look at the console before it gets spammed by the EVT_TANGENTS error. The below is what I get with the DirectX choice, I don't get any shader errors with OpenGL. HLSL vertex shader compilation failed: (1): error X3000: syntax error: unexpected token 'vec4' HLSL vertex shader ...
by BattleElf
Fri Nov 17, 2006 11:07 am
Forum: Code Snippets
Topic: [C++] Reflective Water (conversion from .NET)
Replies: 58
Views: 33763

I had picked up that CEventReceiver error but forgot to mention it. I changed the directx to 1.1 but it's still not working properly with either DirectX or OpenGL. A screenshot of it running under OpenGL is below. The DirectX driver runs the same except it doesn't have the reflection at all. http://...
by BattleElf
Fri Nov 17, 2006 8:56 am
Forum: Code Snippets
Topic: [C++] Reflective Water (conversion from .NET)
Replies: 58
Views: 33763

Is this a shader 2.0 effect? All I'm getting is bad texture effects, no water at all and the console repeatedly says:
Error: Parallax map renderer only supports vertices of type EVT_TANGENTS
by BattleElf
Wed Nov 15, 2006 4:38 am
Forum: Project Announcements
Topic: IrrWizard?
Replies: 320
Views: 98161

I believe it's just the gun model for the fps view. If you want 3rd person you have to add in the code to show the player model. My team hasn't got around to that yet but I don't imagine it'd take much to do.
by BattleElf
Tue Oct 24, 2006 11:37 pm
Forum: Project Announcements
Topic: ShootIrr - [UPDATE - Alpha 0.8]
Replies: 102
Views: 11927

I'm getting the exit on join too.
by BattleElf
Sat Aug 12, 2006 12:17 am
Forum: Project Announcements
Topic: ShootIrr - [UPDATE - Alpha 0.8]
Replies: 102
Views: 11927

what will you all do when you discover there is a feature missing in irrlicht, that you need for the completion of the project? Well technically since this will be a tech demo if there's a feature someone wants that isn't in irrlicht then we can't do it. The design shouldn't include features like t...
by BattleElf
Thu Aug 10, 2006 1:27 am
Forum: Project Announcements
Topic: ShootIrr - [UPDATE - Alpha 0.8]
Replies: 102
Views: 11927

Yeah, that'd probably be best as irrEdit currently is closed source as is the loader for VisualEditor and it could come down to development halting while we wait for a editor change/update. irrEdit allows us to place terrain then put meshes and entities where we want but it is limited in that we can...
by BattleElf
Thu Aug 10, 2006 12:07 am
Forum: Project Announcements
Topic: ShootIrr - [UPDATE - Alpha 0.8]
Replies: 102
Views: 11927

That's what I was thinking too for the maps Sudi, it gives us more flexibility. Maybe we can use irrEdit as the base tool for putting them together? I'm not sure if it's complete enough to use yet though, I've only seen posts of problems and no fixes yet and my own playing around I haven't sorted ou...
by BattleElf
Wed Aug 09, 2006 1:04 pm
Forum: Project Announcements
Topic: IrrWizard?
Replies: 320
Views: 98161

Has anyone got .irr files loading properly in irrWizard? I've got a loader going but am having trouble getting collisions activated for the scenes meshes.
by BattleElf
Tue Aug 08, 2006 11:32 pm
Forum: Project Announcements
Topic: ShootIrr - [UPDATE - Alpha 0.8]
Replies: 102
Views: 11927

That's what I'm talking about Rusty ;) Having the weapons like that and having it moddable should make it easy for new people to see how it works and then change it for their needs. Water vehicles is a good idea too but like Sudi says it might be best to leave the vehicles for a bit further down the...
by BattleElf
Tue Aug 08, 2006 12:18 pm
Forum: Project Announcements
Topic: ShootIrr - [UPDATE - Alpha 0.8]
Replies: 102
Views: 11927

vehicles......so u would suggest using a physics engine? or should it be something just using irrlicht? I'm not too sure, like I said it depends what your goals are with this I think. If you just want something to showcase irrlicht then probably leave out the physics engine, but if you want this to...
by BattleElf
Tue Aug 08, 2006 1:32 am
Forum: Project Announcements
Topic: ShootIrr - [UPDATE - Alpha 0.8]
Replies: 102
Views: 11927

Sounds like a great idea. As for special stuff I think it depends on what the aim of this would be. Do you want it as a base that people can use for their own games? If so I think it'd be good to include vehicles (both flight and land), things like water and good weapon effects to show off the engin...
by BattleElf
Tue Aug 08, 2006 1:16 am
Forum: Project Announcements
Topic: Irrlicht 1.1
Replies: 14
Views: 1752

Agreed Halan, they're very useful.