Search found 178 matches
- Thu May 10, 2012 5:44 pm
- Forum: Code Snippets
- Topic: Chopper scene node for the Bell UH-1 helicopter
- Replies: 10
- Views: 3655
Re: Chopper scene node for the Bell UH-1 helicopter
Flightgear... gotta dig more into JSBSim they do with XML too
- Thu Dec 29, 2011 2:26 am
- Forum: Beginners Help
- Topic: AI - to get start
- Replies: 4
- Views: 451
Re: AI - to get start
Looks like your project is very photorealistic, well done. It is very simple actually. First off I made it by embeding an interpreter to test AI scripts without having to recompile the whole program. http://irrlichtirc.g0dsoft.com/kat104/3D/img/irr14.png It is a LVTP turret because I'm not a good mo...
- Tue Dec 27, 2011 6:21 am
- Forum: Beginners Help
- Topic: Gcc question
- Replies: 3
- Views: 333
Re: Gcc question
not possible
- Mon Dec 26, 2011 3:01 am
- Forum: Bug reports
- Topic: (bug?) createPlaneMesh() and fog
- Replies: 0
- Views: 806
(bug?) createPlaneMesh() and fog
Merry Christmas everyone and have nice holidays. The plane is fogged in the middle, its corners have no fog no matter where the camera is located. The normal behaviour should be no fog close to camera, and fog from start to end distance. The code: #define TILEWIDTH 65536 smgr->ge...
- Sat Dec 24, 2011 12:09 am
- Forum: Code Snippets
- Topic: Simple Terrain Class
- Replies: 22
- Views: 11077
Re: Simple Terrain Class
Hello, would you help to get it textured with OpenGL? Here is my code : if(choice=='1') { //use the new terrain: SimpleTerrain = new SimpleHeightMap(smgr, smgr->getRootSceneNode(), 0, "heightmap32bit00-00.raw",core...
- Thu Dec 22, 2011 5:19 am
- Forum: Beginners Help
- Topic: True-to-Life Terrain
- Replies: 6
- Views: 1079
Re: True-to-Life Terrain
Hello, I am working on exactly the same things. Interesting. Can I just load heightmaps as I go and make it seamless to the user? Yes they will tile properly, if the heightmaps themselves are seamless (forget SRTM1). By the size of your file I assume it is from SRTM2, 1 arc/second, right? Note this ...
- Tue Dec 20, 2011 4:06 am
- Forum: Everything 2d/3d Graphics
- Topic: Post Your Irrlicht Screenshots / Render Here.
- Replies: 1548
- Views: 390635
Re: Post Your Irrlicht Screenshots / Render Here.
Welcome aboard Phallic. Hendu how do you do this? :?: Today been importing DEM files from NASA SRTM 3 arcs/second (1 pixel represents 90 meters). http://img31.imageshack.us/img31/3113/97164140.png The code does - Unzip the DEM file, - Swap bytes for Little Endian, - Convert to bmp, - Generate topo c...
- Sat Dec 17, 2011 5:55 pm
- Forum: Code Snippets
- Topic: 2D realtime graph
- Replies: 9
- Views: 5690
Re: 2D realtime graph
Update. http://img834.imageshack.us/img834/3737/captureumo.png Compiled with irrlicht 1.7.2 Class constructor is looking for a font called "Lucida8.bmp" you can find it in the media folder. main.cpp #include "GraphKat.h" void loadTerrain(IrrlichtDevice* device); int main(...
- Mon Dec 12, 2011 2:46 am
- Forum: Beginners Help
- Topic: Car Model out of Cubes
- Replies: 6
- Views: 505
Re: Car Model out of Cubes
For the hull: addCubeSceneNode(). Then 4 other cubes, setParent(), setPosition() and voila! Probably not your goal but this can be used for collision detection (the cubes are hidden underneath a real model) : simple shapes for faster calculations. That being said you got to be good at maths. I did n...
- Sun Dec 11, 2011 5:06 pm
- Forum: Code Snippets
- Topic: Terrain height painting with brush
- Replies: 16
- Views: 6977
Re: Terrain height painting with brush
Hey that's cool.
If you want to lower the terrain too, replace this line
with
The result of hy+bp should be placed in a temporary variable, just like brushWidth/2 which is called 6 times each pass ![Laughing :lol:](./images/smilies/icon_lol.gif)
If you want to lower the terrain too, replace this line
Code: Select all
if(bp > 0 && hy+bp <= 255)
Code: Select all
if( hy+bp >0 && hy+bp <= 255)
![Laughing :lol:](./images/smilies/icon_lol.gif)
- Sun Dec 11, 2011 12:16 am
- Forum: Code Snippets
- Topic: (C++) Smooth Alignment of Up-Vector (p.E to floor)
- Replies: 2
- Views: 3795
Re: (C++) Smooth Alignment of Up-Vector (p.E to floor)
Can't get it to work. The cube gets stuck when Y rotation is approximately 80 or 275 :shock: :?: Other than that it is good. Test code. Press 0,1,2, or 3 to set speed. Press Q or D to turn. Press ESC to quit. #include <irrlicht.h> using namespace irr; using namespace core; using namespace scene; us...
- Fri Dec 09, 2011 5:04 pm
- Forum: Code Snippets
- Topic: Texture Splatting [OpenGL]
- Replies: 43
- Views: 25532
Re: Texture Splatting [OpenGL]
Excellent ![Very Happy :D](./images/smilies/icon_biggrin.gif)
Do you know if there is a way to remove this line?
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Do you know if there is a way to remove this line?
Code: Select all
terrain->setMaterialFlag(video::EMF_LIGHTING,false);
- Thu Dec 08, 2011 3:28 pm
- Forum: Project Announcements
- Topic: TANK@WAR
- Replies: 87
- Views: 232264
Re: TANK@WAR
polylux im on 32bits. The game runs ok then when closing the program without playing, the error seen in the console. I did not find how to compile cAudio on linux. It is using cmake and i did not get the dependencies trick. On a side note the zip is called wildicv-cAudio-etc , wildicv was an irrlich...
- Tue Dec 06, 2011 7:39 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Making BSP maps for Irrlicht with NetRadiant
- Replies: 16
- Views: 34274
Re: Making BSP maps for Irrlicht with NetRadiant
Interesting article. About terrain I came to the same conclusion, create a custom map file which allows to load separately the bsp and a heightmap. However the heightmap has no shadows calculated during the bsp compile. I ended with creating terrain as model in MAX, export to ASE, load it into Radia...
- Sun Dec 04, 2011 8:28 pm
- Forum: Project Announcements
- Topic: TANK@WAR
- Replies: 87
- Views: 232264
Re: TANK@WAR
Like you I have all SO in a folder. When compiling just tell the linker. The exe will find the SO. Here's the shell script i use to compile. Good part is in bold. echo "compiling ..." # main.cpp GUIManager.cpp chatQue.cpp Map.cpp soundManager.cpp Player.cpp unitsManager.cpp Unit.cpp CCopte...