Search found 48 matches

by funcdoobiest
Fri Oct 20, 2006 12:16 am
Forum: Beginners Help
Topic: X-porter Problem!!
Replies: 5
Views: 482

We are using this exporter and have it working fine now (after a littel experimentation of course), I haven't encountered your problem but like bitplane and vemeer have said resave it in mesh viewer, this can sort out a surprising number of your problems. However like bitplane also said if it doesn'...
by funcdoobiest
Fri Oct 20, 2006 12:05 am
Forum: Beginners Help
Topic: [SOLVED] Panda .X animation help required (3DS Max)
Replies: 5
Views: 374

PS Just so you know these are the errors that were being generated whne loading the file without resaving. Unknown Joint referenced in x file: Bone04 Unknown Joint referenced in x file: Bone07 Unknown Joint referenced in x file: Bone01 Unknown Joint referenced in x file: Bone11 CXAnimationPlayer: An...
by funcdoobiest
Thu Oct 19, 2006 11:43 pm
Forum: Beginners Help
Topic: [SOLVED] Panda .X animation help required (3DS Max)
Replies: 5
Views: 374

Resave it in the meshviewer and it works fine, its always worth resaving it in meshviewr, it can iron out some problems!
by funcdoobiest
Wed Oct 18, 2006 2:43 pm
Forum: Beginners Help
Topic: shadow speckles
Replies: 27
Views: 2272

oh okay thanks Saturn, sorry guys!! Guess I misread the docs :oops: it gave me the impression both methods were available...
by funcdoobiest
Wed Oct 18, 2006 2:20 pm
Forum: Beginners Help
Topic: A* algo
Replies: 3
Views: 375

yeah the A* is tried and tested and if you have a small/simple game then I would say go for it. The Ai Game Programming Wisdom books and the Game Programming Gems books are really useful resources. "The basics of A* for path planning." in Game Programming Gems (2000) - basically the articl...
by funcdoobiest
Wed Oct 18, 2006 1:14 pm
Forum: Beginners Help
Topic: shadow speckles
Replies: 27
Views: 2272

Well I don't think you are really having the same problem and I think to describe your problem as a bug in the engine is a little bit unfair on Irrlicht. The problem you are encountering is simply a (well documented) limitation of the z-pass (or depth-pass) method of doing shadow volumes. I didn't s...
by funcdoobiest
Mon Oct 16, 2006 2:50 pm
Forum: Beginners Help
Topic: Shadows
Replies: 2
Views: 324

I guess you may have considered this option but I have been thinking about using a simplfifed mesh and using that to add the shadow volume to as the speed the shadows are genrated is dependent on the number of vertices in your mesh. I think you could probably get away with a considerablt lower poly ...
by funcdoobiest
Fri Oct 13, 2006 10:19 am
Forum: Advanced Help
Topic: Particle system child moving away
Replies: 3
Views: 759

I forgot to post about this but I had the same problem some time ago before I realsised that it was a box emitter I really weanted anyway! But I couldn't figure out the original problem of the positioning of the emitter node messing up the particle emission.
by funcdoobiest
Fri Oct 13, 2006 9:31 am
Forum: Beginners Help
Topic: Question about lighting and reflection
Replies: 1
Views: 228

Hate to break it to you but you can't just export a scene from max and have it work just the same in Irrlicht (or any engine for that matter), it just doesn't work that way I'm afraid (just look at how long it takes to render a single frame in max for starters). Irrlicht doesn't really support real-...
by funcdoobiest
Fri Oct 13, 2006 9:00 am
Forum: Beginners Help
Topic: what i'm doing bad in this collision detection?
Replies: 2
Views: 263

The line Height is not infinite, if the height your line is at is lower than the bottom of the wall it will miss. I guess you mean the vector line is (0,0,0), which means you are getting no collision. getCollisionPoint returns true if you collide so first do this if(smgr->getSceneCollisionManager()-...
by funcdoobiest
Wed Oct 11, 2006 3:10 pm
Forum: Advanced Help
Topic: Cubemapping
Replies: 31
Views: 6171

Sorry should have been clearer, that seemed to make no difference, I think that was just me being lazy and assuming the shader picks up the register automatically but changing it had no effect. I was just sayin that that the size thing was how the problem looked to me, anyway it must be someting to ...
by funcdoobiest
Wed Oct 11, 2006 2:09 pm
Forum: Advanced Help
Topic: Cubemapping
Replies: 31
Views: 6171

Yeah I was beginning to worry that mat be where the problem lies, it almost seems as if the scene is being rendered to a huge surface and the cube is just ten using its 512x512 peice of it?
by funcdoobiest
Tue Oct 10, 2006 10:32 pm
Forum: Advanced Help
Topic: Cubemapping
Replies: 31
Views: 6171

Thanks for the reply Spintz but that doesn't seem to be the problem. Still get the same result. thanks for taking the time anyway.
by funcdoobiest
Tue Oct 10, 2006 1:48 pm
Forum: Advanced Help
Topic: Cubemapping
Replies: 31
Views: 6171

hmmm I'm still having problems, not sure if anyone can help but I have just reached a complete dead end, it seems (to me) that the cubemap isn't being rendered properly, I assume it is the camera/matrices that is the problem but I can't figure out whta I need to do..? Here is a screen, as you can se...
by funcdoobiest
Mon Oct 09, 2006 11:53 am
Forum: Beginners Help
Topic: shadow speckles
Replies: 27
Views: 2272

After a bit more playing I've noticed the speckles seem to appear along the line of adjoining tris (and it occurs on both unscaled and scaled models - though I kind of expected that). it was hard to get a good screen but the one below is just a textured .x cube I placed in mid air. http://img246.ima...