Search found 23 matches

by the_viking
Fri May 05, 2006 6:42 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Howto: Flying 3rd Person camera
Replies: 21
Views: 15359

The rotation of the camera is controlled by the attached Billboard Nodes (see the constructor of the camera class). The relative position of the camera to the object is, if you look a bit closer, the third parameter of the constructor ("vRelativePos"). The interpolation speed can be contro...
by the_viking
Thu Sep 02, 2004 7:41 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Howto: Flying 3rd Person camera
Replies: 21
Views: 15359

^
| -> My Post, forgot to login ;)
by the_viking
Sat Aug 21, 2004 1:46 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Howto: Flying 3rd Person camera
Replies: 21
Views: 15359

lol, sorry, another typing bug ^^
Surely vector3d<T> can just take 3 params in their constructor. So just use 3 and everything is ok ;)

Corrected it in the code above. Thanks ;)
by the_viking
Sat Aug 21, 2004 12:41 pm
Forum: Advanced Help
Topic: One time collision detection
Replies: 4
Views: 720

You shall firstly test if the AABBs of the Objects itnersects each other. Then you can go into more detail and check if there is a intersection on triangle-level. That would be much faster then as your code now ;) Further you can implement a Hierarchical AABB tree and you could sort your Object-AABB...
by the_viking
Sat Aug 21, 2004 12:37 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Howto: Flying 3rd Person camera
Replies: 21
Views: 15359

That was a example of how to implement it, sorry for typing bug.. it means "Update( .. )" not "update( .. )". So the fDeltaTime var you have to calculate by yourself.. could be done like this in you main loop: u32 nLastTime = irrDevice->getTimer()->getTime(); while(irrDevice->run...
by the_viking
Wed Aug 18, 2004 12:11 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Howto: Flying 3rd Person camera
Replies: 21
Views: 15359

Howto: Flying 3rd Person camera

Hi, for my recent project i build a flying 3rd Person camera. It supports interpolation between positions, so this will be a very smooth cam :) It bases on some code i found in the forum, but that was very buggy and that cam wasn't too beautyful to fit my high expectation ;) So this camera would be ...
by the_viking
Mon Aug 16, 2004 11:22 am
Forum: Advanced Help
Topic: Attach stuff to a model.. ( weapons, armor etc..)
Replies: 19
Views: 2907

Joints are the connections between the bones... every model has a root joint. So you have a hierarchy like this: o--o / o--o \ o--o - = bone o = joint So i think if you name a bone, you name the joint that is facing away from the Root joint. But so the root joint would have no name... hm.. looks lik...
by the_viking
Mon Aug 16, 2004 8:53 am
Forum: Advanced Help
Topic: Attach stuff to a model.. ( weapons, armor etc..)
Replies: 19
Views: 2907

First you load an x or an ms3d file: // the player model IAnimatedMesh* pPlayerMesh = pSmgr->getMesh("./data/player.ms3d"); // the weapon model IAnimatedMesh* pWeaponMesh = pSmgr->getMesh("./data/weapon.3ds"); // insert two scene nodes for weapon and player IAnimatedMeshSceneNode...
by the_viking
Sun Aug 15, 2004 5:56 pm
Forum: Beginners Help
Topic: 2D graphic problem
Replies: 8
Views: 917

First that i am thinking about this is that the renderer uses a lower mip map from that texture... The blocking could be switched off by using 32bit instead of 16bit for textures. If you made the font with the IrrFontTool and under WindowsXP, try switching off XP's Build-in font smoothing... ( Displ...
by the_viking
Sun Aug 15, 2004 5:51 pm
Forum: Advanced Help
Topic: Attach stuff to a model.. ( weapons, armor etc..)
Replies: 19
Views: 2907

okay, as I said, "AFAIK" ;).. remembered just a thing like getXJoint.. but as you're saying, i begin remembering there was something about Milkshape files, too... ;) Hm... anyhow it would be good if there would be support to attach things to vertices, so that the move like the vertices do....
by the_viking
Sun Aug 15, 2004 1:45 pm
Forum: Advanced Help
Topic: Attach stuff to a model.. ( weapons, armor etc..)
Replies: 19
Views: 2907

AFAIK The only way to attach something to joints of models in irrlicht is to use the DirectX (extension "*.x") format. So this would answer your question which format to use ;)
by the_viking
Sun Aug 15, 2004 1:34 pm
Forum: Advanced Help
Topic: Third person camera
Replies: 7
Views: 1607

Ok, i recoded 99% of the class so i have a nice working flying.behind-the-node-3rd-person-cam ;) I'll share the code with you, so you can use it on you own: camera.h: #ifndef CAMERA_H #define CAMERA_H #include <irrlicht.h> /* Custom 3rd person following camera for irrlicht Made by the_viking in 2004...
by the_viking
Wed Aug 11, 2004 2:36 pm
Forum: Advanced Help
Topic: Third person camera
Replies: 7
Views: 1607

Ok, i got i fixed now... it's working then...
by the_viking
Wed Aug 11, 2004 2:23 pm
Forum: Advanced Help
Topic: Third person camera
Replies: 7
Views: 1607

I applicated the code from here now, but the camera seems not to accept the position by the fakenode ( im using billboards instead)... it stays on a point, and I see the Dir and Pos nodes around my scenenode.. :(
by the_viking
Wed Aug 11, 2004 1:44 pm
Forum: Advanced Help
Topic: Third person camera
Replies: 7
Views: 1607

that does not work... anyhow... dunno why \E: It's because it does not applicate the up vector... if i'd use that camera the scenenodes would rotate from the view of the Player... that's not what i want, i want a static camera, having the scenenode always at the same position and rotatation on the s...