Search found 35 matches

by KG
Sun Dec 02, 2007 6:19 pm
Forum: Beginners Help
Topic: ISceneNode/drawIndexedTriangleList trouble
Replies: 4
Views: 508

Thanks for the help, hybrid and bitplane. I went over my math again and saw the mistake I made. After I fixed it it all checked out but wouldn't draw. After I went over the custome scene node tutorial again, I realized that I gave my node a parent of 0 instead of the root scene node, so it wasn't ev...
by KG
Sun Dec 02, 2007 4:28 am
Forum: Beginners Help
Topic: ISceneNode/drawIndexedTriangleList trouble
Replies: 4
Views: 508

Thanks for the advice. I'm now using a CMeshBuffer, which simplifies things a bit and cuts out some of the room for error. It doesn't look like the problem was with passing a bad index count to drawIndexedTriangleList, though. It's also not being drawn upside-down, I just took a peek with an FPS cam...
by KG
Sun Dec 02, 2007 1:26 am
Forum: Beginners Help
Topic: ISceneNode/drawIndexedTriangleList trouble
Replies: 4
Views: 508

ISceneNode/drawIndexedTriangleList trouble

I am working on a custom scene node that consists of an X/Z plane of polygons. My plan is to make it similar to the built in hill plane mesh, but with functions to get/set the height and colour of the vertices on the fly. I know that other people have made similar things already, but I thought this ...
by KG
Sat Feb 03, 2007 10:07 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Latest tut on Quake 3 maps
Replies: 49
Views: 85437

Good news, it appears to be back up.
by KG
Wed Jan 31, 2007 12:31 am
Forum: Beginners Help
Topic: GUI: how to know, if gui was hit?
Replies: 10
Views: 764

I solved this problem a little while ago. It works for me, and it might also work with what you're doing. It's similar to what MasterD was trying in the first post, so I don't know why it wasn't working for him. My event handler looks like this: bool LEvents::OnEvent(SEvent event) { // GUI events if...
by KG
Wed Jan 31, 2007 12:22 am
Forum: Advanced Help
Topic: Does setFov work as the zoom function?
Replies: 20
Views: 2717

You can try device->getSceneManager()->getSceneCollisionManager()->getRayFromScreenCoordinates(), and then do collision on that line to find the best place to put the camera. I don't think that would produce a good zoom effect, though. It would look really strange if something suddenly walked in fro...
by KG
Mon Jan 29, 2007 5:32 pm
Forum: Beginners Help
Topic: setLoopMode not working properly? (.X mesh)
Replies: 6
Views: 437

Did you try anything like this?

Code: Select all

node->setFrameLoop(startframe, endframe);
node->setAnimationSpeed(fps);
node->setLoopMode(false);
This works flawlessly with my MS3D models, but I haven't tried it with any X models. It should repeat the animation once every time it is called.
by KG
Mon Jan 29, 2007 1:27 pm
Forum: Advanced Help
Topic: Does setFov work as the zoom function?
Replies: 20
Views: 2717

Well, any game based off of any of the Quake engines gives you a zoom effect if you decrease FOV. Half-Life 2 does that too, and it's very far removed from its Quake engine roots if it even has any of the original code left in it. I haven't played any Unreal Engine games since Unreal Tournament, but...
by KG
Mon Jan 29, 2007 1:18 pm
Forum: Beginners Help
Topic: Help this Noob with maps
Replies: 11
Views: 801

Quake 3 BSP support isn't necessarily so that you can load Quake 3 maps, it's so that you can use various popular FPS map editors to make content for your project. For example, I'm thinking of using GtkRadiant and its GenSurf plugin to make terrain, rather than using Irrlicht's terrain rendering. If...
by KG
Sun Jan 28, 2007 7:46 pm
Forum: Advanced Help
Topic: Does setFov work as the zoom function?
Replies: 20
Views: 2717

In all the FPS games I have played zooming has been achieved by reducing (not increasing) the FOV, whether it was a built in function or a user made macro. Does Irrlicht's camera really function differently?
by KG
Sun Jan 28, 2007 6:03 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: (C++) HOW TO: use .irr scene + a game manager Class
Replies: 19
Views: 13895

A few questions about your methods since I'm curious about different styles of programming. 1. What is the purpose of having the main loop inside a class rather than the main() function? 2. Is there anything wrong with making pointers to the Irrlicht objects globals? I know people say to avoid using...
by KG
Sun Jan 28, 2007 5:55 pm
Forum: Beginners Help
Topic: looking for browser plugin
Replies: 9
Views: 599

I know that this is a forum about Irrlicht and that you want to use Irrlicht, but doesn't Flash do 3D nowadays? It might not be as nice lookng as Irrlicht, but I think it would be much, much easier and would also be cross-platform.
by KG
Sun Jan 28, 2007 5:31 pm
Forum: Beginners Help
Topic: Help this Noob with maps
Replies: 11
Views: 801

3DS files aren't "maps", they're meshes. That is, they're a bunch of triangles that you can attach to a node in the scene to visually represent something. A scene node can be a weapon, a room, a character, an item, a projectile, or anything else. Essentially, an object that needs to be vis...
by KG
Sun Jan 28, 2007 2:48 am
Forum: Beginners Help
Topic: Manipulating a ListBox from getelementID
Replies: 17
Views: 715

Did you try typecasting the IGUIElement as an IGUIListBox? I've never had to do that before, but I think it might work.
by KG
Sat Jan 27, 2007 5:37 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Latest tut on Quake 3 maps
Replies: 49
Views: 85437

The link in the first post doesn't seem to be working for me. Does anyone still have a copy of it?