Search found 1042 matches

by monkeycracks
Sat Jan 02, 2010 10:50 pm
Forum: Beginners Help
Topic: About demo file
Replies: 4
Views: 402

Not all of them, but probably most of the linker error issues.
by monkeycracks
Sat Jan 02, 2010 9:37 pm
Forum: Beginners Help
Topic: terrain, get texture pixel from collision point
Replies: 4
Views: 643

I'm still getting the assert at found[0] [1] [2]. Maybe it's because I'm dealing with an ITerrainSceneNode? vector3df intersection; triangle3df hitTriangle; line3df ray = mCollisionManager->getRayFromScreenCoordinates(vector2di(event.MouseInput.X, event.MouseInput.Y), mCamera); mMapTerrain->updateAb...
by monkeycracks
Sat Jan 02, 2010 12:14 pm
Forum: Beginners Help
Topic: terrain, get texture pixel from collision point
Replies: 4
Views: 643

Well, since I'm getting a breakpoint at assert(found[0] && etc), I'm going to assume I didn't get the vertices and tcoords correctly... S3DVertex2TCoords* coords = (S3DVertex2TCoords*)mMapTerrain->getMesh()->getMeshBuffer(0)->getVertices(); array<vector3df> vertices; for(u32 i = 0; i < mMapT...
by monkeycracks
Sat Jan 02, 2010 11:32 am
Forum: Beginners Help
Topic: terrain, get texture pixel from collision point
Replies: 4
Views: 643

terrain, get texture pixel from collision point

I'm shooting a ray from the camera and obtaining an intersection point on an ITerrainSceneNode The texture that I want to interact with is 1024x1024, while the heightmap is scaled to (40, 1, 40) and is a 257x257 So far I have TextureY = 1024-(intersection.X+4)/40; TextureX = (intersection.Z+4)/40; T...
by monkeycracks
Sat Jan 02, 2010 11:13 am
Forum: Code Snippets
Topic: CSceneNodeAnimatorCameraRTS
Replies: 3
Views: 1233

Thanks for the pointers. I've gotta stop writing code when I've been up for so long :P

Fixes posted.
by monkeycracks
Sat Jan 02, 2010 8:36 am
Forum: Code Snippets
Topic: CSceneNodeAnimatorCameraRTS
Replies: 3
Views: 1233

CSceneNodeAnimatorCameraRTS

.h #pragma once #include <irrlicht.h> using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace gui; using namespace io; class CSceneNodeAnimatorCameraRTS : public ISceneNodeAnimator { public: CSceneNodeAnimatorCameraRTS(f32 pMoveSpeed = 5.0f, bool pEna...
by monkeycracks
Thu Dec 31, 2009 2:03 pm
Forum: Advanced Help
Topic: Terrain - Risk style territories
Replies: 9
Views: 1136

I suppose I didn't :D. Thanks again for your help. I'm pretty much God awful with anything concerning textures or meshes.
by monkeycracks
Thu Dec 31, 2009 1:31 pm
Forum: Advanced Help
Topic: Terrain - Risk style territories
Replies: 9
Views: 1136

EDIT: i guess you cant use this code directly for your propose because it generates m-textures (one texture for every possible selectionstate) but you only need one texture. So you have to modify it. I'm hoping to support a four player hotseat, so the amount of textures stored would be pretty massi...
by monkeycracks
Thu Dec 31, 2009 12:46 pm
Forum: Advanced Help
Topic: Terrain - Risk style territories
Replies: 9
Views: 1136

Thanks! With your code I was able to lay out territory borders. Unfortunately, I'm still unsure of how to fill in each territory with the color of whoever owns it... A floodfill method on the 2d image perhaps? Not sure how fast/slow that would be for real-time rendering. Edit: Also, could you give m...
by monkeycracks
Thu Dec 31, 2009 5:39 am
Forum: Advanced Help
Topic: Terrain - Risk style territories
Replies: 9
Views: 1136

Terrain - Risk style territories

Demonstration of what I'm trying to achieve : http://www.clanlib.org/gfx/screenshots/large/dicewar.png What would be the best way to implement something like the colored terrain? The color is the players color, and it shows that they control the territory. I'm quite lost in how to draw a color over ...
by monkeycracks
Thu May 28, 2009 5:31 am
Forum: Project Announcements
Topic: New Tiled Terrain Scene Node [works with Irr 1.5]
Replies: 338
Views: 113383

I think he means like this : http://xbox.kombo.com/images/media/oblivion_002.jpg

Those mountains aren't the skybox, you can actually go climb them.
by monkeycracks
Mon May 25, 2009 8:35 pm
Forum: Code Snippets
Topic: Hexagon Grids
Replies: 5
Views: 2528

I remember that game. Used to be one of my favorites, but I forgot it used hexagon grids for that sort of thing. Maybe this'll get more application than I'm expecting.
by monkeycracks
Sun May 24, 2009 10:55 pm
Forum: Beginners Help
Topic: Serious Problem
Replies: 5
Views: 529

In the state system I use for my projects (not that any ever get finished :D), this is how I do it IGameState - pure virtual interface for states to inherit, also holds enums for states -CExampleState - state that inherits IGameState CStateManager.cpp - in CStateManager m_pCurrentState is a private ...
by monkeycracks
Sun May 24, 2009 9:37 pm
Forum: Code Snippets
Topic: Hexagon Grids
Replies: 5
Views: 2528

http://www.codeproject.com/KB/graphics/hexagonal_part1.aspx and http://www.deliciousjesus.com/wp-content/uploads/Hexagon%20Grid.rar Thanks for sharing, but mind the links, it's not that hard ^^ I'd been up for far too long and couldn't remember how to do that. Thanks! I used this kind of hexagonial...
by monkeycracks
Sun May 24, 2009 10:15 am
Forum: Beginners Help
Topic: Billboard
Replies: 4
Views: 537

It's because you're not looking at the wall straight-on I think. Billboards allways face the camera, and that would result in half of the billboard going through the wall.