Search found 22 matches

by XargoL
Sat Jul 09, 2005 1:35 pm
Forum: Advanced Help
Topic: Post removed.
Replies: 2
Views: 477

I haven't tried this myself, but I think it's like this: 1. Make your skin class and derive it from IGUISkin ( http://irrlicht.sourceforge.net/docu/classirr_1_1gui_1_1_i_g_u_i_skin.html ). 2. Implement all the methods from IGUISkin. 3. Set this class as the current GUI skin with IGUIEnvironment::set...
by XargoL
Sun Apr 24, 2005 3:56 pm
Forum: Beginners Help
Topic: BSP Entities
Replies: 2
Views: 645

I made something like that a while ago:

http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3389

Beware, ugly code! :P
by XargoL
Mon Mar 07, 2005 2:57 pm
Forum: Off-topic
Topic: Javascript api
Replies: 9
Views: 1080

I've recently done some simple stuff using the Mozilla SpiderMonkey engine (available at: http://www.mozilla.org/js/spidermonkey/):

Image
by XargoL
Thu Mar 03, 2005 9:12 pm
Forum: Off-topic
Topic: test-bech for development
Replies: 8
Views: 743

For getting the FPS you could do as in some of the Irrlicht tutorials (driver->getFPS()), and display that in a GUI element or the title bar of your program. You can view the CPU, memory etc. usage of your application in the Windows Taskmanager. To open it just press Ctrl+Alt+Del (given that you're ...
by XargoL
Thu Feb 24, 2005 7:03 pm
Forum: Bug reports
Topic: No DirectX9 in Dev-C++ (Tip to fix it!)
Replies: 6
Views: 2084

I simply edited the whole file to this: // Copyright (C) 2002-2005 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in Irrlicht.h #ifndef __IRR_COMPILE_CONFIG_H_INCLUDED__ #define __IRR_COMPILE_CONFIG_H_INCLUDE...
by XargoL
Fri Dec 31, 2004 2:23 pm
Forum: Advanced Help
Topic: Quake Entities and other map stuff
Replies: 3
Views: 541

I made a very simple BSP entity parser a while ago, maybe that can help you: http://irrlicht.sourceforge.net/phpBB2/ ... php?t=3389
by XargoL
Fri Dec 24, 2004 1:19 pm
Forum: Beginners Help
Topic: irrlicht engine is using which render API?
Replies: 4
Views: 327

You select what API to use in the createDevice() call ( http://irrlicht.sourceforge.net/docu/namespaceirr.html#a177 ). DirectX 8 and DirectX 9 doesn't work by default in Dev-C++ though, so you'll have to recompile the engine (have a look at http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=1700...
by XargoL
Fri Dec 24, 2004 1:03 pm
Forum: Beginners Help
Topic: irrlicht engine is using which render API?
Replies: 4
Views: 327

From the frontpage: "The Irrlicht Engine is an open source high performance realtime 3D engine written and usable in C++ and also available for .NET languages. It is completely cross-platform, using D3D, OpenGL and its own software renderer [...]"

It's all up to you which one to use...
by XargoL
Mon Nov 15, 2004 9:19 pm
Forum: Beginners Help
Topic: Targeting another Object (or player)
Replies: 2
Views: 393

You could also check the source for the ITextSceneNode, which does almost the same thing (displays text on a 3D location).
by XargoL
Wed Nov 10, 2004 9:02 pm
Forum: Beginners Help
Topic: Changing of cursor type
Replies: 6
Views: 515

Like Tyn said, you could hack it like done in this tutorial.
by XargoL
Mon Nov 08, 2004 7:51 pm
Forum: Beginners Help
Topic: Changing MD2 animation during runtime
Replies: 4
Views: 562

Re: Changing MD2 animation during runtime

My game loop funciton calls NPC::update everyframe before drawing to check if anything has changed in the NPC's state. void NPC::update() { if (canWalk) { node->setMD2Animation(irr::scene::EMAT_RUN); weaponNode->setMD2Animation(irr::scene::EMAT_RUN); core::matrix4 matrix = node->getRelativeTransfor...
by XargoL
Sat Oct 30, 2004 8:56 am
Forum: Beginners Help
Topic: tried to load a bsp map
Replies: 2
Views: 277

I would guess that means you are not using the right BSP format. Are you sure you are using Quake 3 BSPs?
by XargoL
Wed Oct 13, 2004 4:07 pm
Forum: Beginners Help
Topic: draw3DBox
Replies: 9
Views: 1037

Hmm, maybe lights doesn't use bounding boxes at all, or it's too small to be visible...
by XargoL
Sat Oct 09, 2004 8:19 am
Forum: Beginners Help
Topic: Grouping models (Array?)
Replies: 7
Views: 819

I think it is

Code: Select all

scene::ISceneNode* parent = sm->addEmptySceneNode();
model->setParent(parent);
parent->setPosition(core::vector3df(0,0,0));
by XargoL
Mon Oct 04, 2004 8:39 pm
Forum: Beginners Help
Topic: Vegetation Maps || Just a thought
Replies: 18
Views: 1594

Heh, I thought I'd give it a shot: http://home.no.net/evegard/terrain-vegetation.jpg The code: class CVegetation { public: CVegetation(IAnimatedMeshSceneNode* terrainNode, IAnimatedMesh* terrainMesh, IImage* vegetationMap); ~CVegetation() {} protected: IAnimatedMeshSceneNode* m_terrainNode; IAnimate...