Search found 178 matches

by Katsankat
Thu May 10, 2012 5:44 pm
Forum: Code Snippets
Topic: Chopper scene node for the Bell UH-1 helicopter
Replies: 10
Views: 3443

Re: Chopper scene node for the Bell UH-1 helicopter

Flightgear... gotta dig more into JSBSim they do with XML too
by Katsankat
Thu Dec 29, 2011 2:26 am
Forum: Beginners Help
Topic: AI - to get start
Replies: 4
Views: 378

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...
by Katsankat
Tue Dec 27, 2011 6:21 am
Forum: Beginners Help
Topic: Gcc question
Replies: 3
Views: 255

Re: Gcc question

not possible
by Katsankat
Mon Dec 26, 2011 3:01 am
Forum: Bug reports
Topic: (bug?) createPlaneMesh() and fog
Replies: 0
Views: 743

(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...
by Katsankat
Sat Dec 24, 2011 12:09 am
Forum: Code Snippets
Topic: Simple Terrain Class
Replies: 22
Views: 10531

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...
by Katsankat
Thu Dec 22, 2011 5:19 am
Forum: Beginners Help
Topic: True-to-Life Terrain
Replies: 6
Views: 915

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 ...
by Katsankat
Tue Dec 20, 2011 4:06 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 358157

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...
by Katsankat
Sat Dec 17, 2011 5:55 pm
Forum: Code Snippets
Topic: 2D realtime graph
Replies: 9
Views: 5532

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(...
by Katsankat
Mon Dec 12, 2011 2:46 am
Forum: Beginners Help
Topic: Car Model out of Cubes
Replies: 6
Views: 388

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...
by Katsankat
Sun Dec 11, 2011 5:06 pm
Forum: Code Snippets
Topic: Terrain height painting with brush
Replies: 16
Views: 6593

Re: Terrain height painting with brush

Hey that's cool.
If you want to lower the terrain too, replace this line

Code: Select all

if(bp > 0 && hy+bp <= 255)
with

Code: Select all

if( hy+bp >0 && hy+bp <= 255)
The result of hy+bp should be placed in a temporary variable, just like brushWidth/2 which is called 6 times each pass :lol:
by Katsankat
Sun Dec 11, 2011 12:16 am
Forum: Code Snippets
Topic: (C++) Smooth Alignment of Up-Vector (p.E to floor)
Replies: 2
Views: 3715

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...
by Katsankat
Fri Dec 09, 2011 5:04 pm
Forum: Code Snippets
Topic: Texture Splatting [OpenGL]
Replies: 43
Views: 24396

Re: Texture Splatting [OpenGL]

Excellent :D

Do you know if there is a way to remove this line?

Code: Select all

terrain->setMaterialFlag(video::EMF_LIGHTING,false);
by Katsankat
Thu Dec 08, 2011 3:28 pm
Forum: Project Announcements
Topic: TANK@WAR
Replies: 87
Views: 229611

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...
by Katsankat
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: 31021

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...
by Katsankat
Sun Dec 04, 2011 8:28 pm
Forum: Project Announcements
Topic: TANK@WAR
Replies: 87
Views: 229611

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...