Hi.
Sorry if I repost this , but I got to answers in the Advanced forum.
Hi.
I started to write the AI code for my FPS,and I started from writing a function that makes a node follow the camera :
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void follow(scene ...
Search found 10 matches
- Sat Jul 24, 2004 11:35 am
- Forum: Beginners Help
- Topic: How to make a node follow the camera
- Replies: 3
- Views: 507
- Fri Jul 23, 2004 5:48 pm
- Forum: Advanced Help
- Topic: How to make a node follow the camera
- Replies: 0
- Views: 504
How to make a node follow the camera
Hi.
I started to write the AI code for my FPS,and I started from writing a function that makes a node follow the camera :
void follow(scene::IAnimatedMeshSceneNode * enemy,scene::ISceneManager* smgr,scene::ISceneNode * camera)
{
core::vector3df enemystart = enemy->getPosition();
irr::scene ...
I started to write the AI code for my FPS,and I started from writing a function that makes a node follow the camera :
void follow(scene::IAnimatedMeshSceneNode * enemy,scene::ISceneManager* smgr,scene::ISceneNode * camera)
{
core::vector3df enemystart = enemy->getPosition();
irr::scene ...
- Wed Jul 14, 2004 6:09 pm
- Forum: Advanced Help
- Topic: quake 3 jumping pods
- Replies: 1
- Views: 491
quake 3 jumping pods
Greeting , Irrlichters !
I'm writing a fps , and I'm thinking about implementing the usage of the quake 3 jumping pods in .bsp maps. I use .bsp maps where the jumping pod is a texture on the floor , and I had this idea :
Would it be possible to get the name of the texture file the fpscamera is ...
I'm writing a fps , and I'm thinking about implementing the usage of the quake 3 jumping pods in .bsp maps. I use .bsp maps where the jumping pod is a texture on the floor , and I had this idea :
Would it be possible to get the name of the texture file the fpscamera is ...
- Wed Jul 07, 2004 12:51 pm
- Forum: Beginners Help
- Topic: Quake 3 map tutorial modification
- Replies: 2
- Views: 629
- Tue Jul 06, 2004 12:26 am
- Forum: Beginners Help
- Topic: matching quake 3 player start with Irrlicht map start
- Replies: 3
- Views: 417
matching quake 3 player start with Irrlicht map start
Hello.
How can i match the player starting point of a quake 3 map with the fps camera initial position in Irrlicht ?
This is a real problem , because every time I load a new quake 3 map , the camera , with the default position values , is placed somewhere in the middle of nowhere , and the player ...
How can i match the player starting point of a quake 3 map with the fps camera initial position in Irrlicht ?
This is a real problem , because every time I load a new quake 3 map , the camera , with the default position values , is placed somewhere in the middle of nowhere , and the player ...
- Mon Jul 05, 2004 1:00 pm
- Forum: Advanced Help
- Topic: Playing an animation once
- Replies: 0
- Views: 390
Playing an animation once
I there a way to play a md2 animation only once after a key press ?
I have a md2 model of a rifle , that has a shoot + reload animation , and I want to play the animation entirely and only once after pressing ctrl.
By now I have only managed to have the animation played in a loop , and plus it stops ...
I have a md2 model of a rifle , that has a shoot + reload animation , and I want to play the animation entirely and only once after pressing ctrl.
By now I have only managed to have the animation played in a loop , and plus it stops ...
- Mon Jul 05, 2004 12:08 pm
- Forum: Beginners Help
- Topic: weapon animation loop
- Replies: 3
- Views: 557
1) I usually program in plain c ,using sockets in linux ( I study telecommunications ) , so I'm not very good with OOP ,therefore I prefer to avoid using too many classes. But that's not the problem . I WILL use the event receiver , but only when I will succed in making the animation work the way I ...
- Mon Jul 05, 2004 11:11 am
- Forum: Beginners Help
- Topic: weapon animation loop
- Replies: 3
- Views: 557
weapon animation loop
I'm designing a simple fps shooter , and in the past few days I've tested it only with a .md2 model of a chaingun ( the gun with rotating tubes).
In order to make the gun rotate , I used this simple code instead of using a event receiver:
if(GetAsyncKeyState(VK_CONTROL) != 0)
weapon ...
In order to make the gun rotate , I used this simple code instead of using a event receiver:
if(GetAsyncKeyState(VK_CONTROL) != 0)
weapon ...
- Sat Jul 03, 2004 6:43 pm
- Forum: Beginners Help
- Topic: Quake 3 maps and Irrlicht
- Replies: 1
- Views: 389
Quake 3 maps and Irrlicht
Hi.
I downloaded Irrlicht just this morning , and after playing with it for a while , I tried the collision tutorial. I also managed to have a .md2 weapon attached to the camera , but then I tried to use some quake 3 maps I downloaded from the internet , and I tried to load them from the tutorial ...
I downloaded Irrlicht just this morning , and after playing with it for a while , I tried the collision tutorial. I also managed to have a .md2 weapon attached to the camera , but then I tried to use some quake 3 maps I downloaded from the internet , and I tried to load them from the tutorial ...
- Sat Jul 03, 2004 11:48 am
- Forum: Beginners Help
- Topic: fps weapon positioning
- Replies: 8
- Views: 1668
fps weapon positioning
Anybody knows what is the simplest way to show a .md2 weapon in front of the fps camera , and keep it there while moving ? I'm a good c/c++ programmer , but I have no prior experience with 3d graphics. I would like to make a simple fps shooter , but I don't know how to place the weapon and the HUD ...