Search found 27 matches

by milkshakeman
Sat Oct 02, 2010 7:37 am
Forum: Project Announcements
Topic: Mesh Combiner
Replies: 131
Views: 206061

a small question; is it possible to use mesh scene combiner on a complete scene and still have standard shadows and lighting working? Because afaik you can not add a shadowvolume to this kind of node.
by milkshakeman
Wed Sep 29, 2010 10:34 am
Forum: Beginners Help
Topic: Isometric 2.5D Engine Journey - Help needed :(
Replies: 10
Views: 2063

You say props are in 2D and chars in 3D. It will be interesting to see how you handle the fact that a char can be standing behind, in front or partially behind and in front of a prop :)
by milkshakeman
Tue Aug 31, 2010 4:51 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422133

I can't say when Irrlicht 1.8 will be released but personally I plan to have a test shadow map system integrated around July. BlindSide, I don't know if it is the right place for my question, but is there already some kind of test, demo or screenshot from the shadow map system you are making for th...
by milkshakeman
Sun Aug 29, 2010 6:52 am
Forum: Advanced Help
Topic: [solved] multiply two outputs, 2D + 3D render to texture
Replies: 12
Views: 2185

And I want to give proper credits to the people that deserve it, because for the concept itself I was inspired by O-san from gamedev.net.
See this thread:
http://www.gamedev.net/community/forums ... _id=447054
by milkshakeman
Sat Aug 28, 2010 7:57 pm
Forum: Advanced Help
Topic: [solved] multiply two outputs, 2D + 3D render to texture
Replies: 12
Views: 2185

Lonesome Ducky wrote:
slavik262 wrote:If you're just multiplying by a fully white texture, you really don't even need it. You can just sample the other texture.
I think he's multiplying the house texture with the shadow texture.
Yes that is what I'm doing.
So the white parts result in the original colors, and black results in black.
by milkshakeman
Sat Aug 28, 2010 6:12 pm
Forum: Advanced Help
Topic: [solved] multiply two outputs, 2D + 3D render to texture
Replies: 12
Views: 2185

I got it the technique working now, hehe. 8) So what I do is, create a node, with two materials assigned to two render targets, and the materialtype set to my shader: rt1 = driver->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1"); rt2 = driver->addRenderTargetTexture(core::d...
by milkshakeman
Sat Aug 28, 2010 9:58 am
Forum: Advanced Help
Topic: [solved] multiply two outputs, 2D + 3D render to texture
Replies: 12
Views: 2185

Allright, I found render draw2DImage to a texture works exactly the same as 3D rendering to texture :) I was making it more complicated than it was I guess...

So now I have them both in a texture, the only trick now is to multiply the two textures... I'm looking into shaders...
by milkshakeman
Thu Aug 26, 2010 12:09 pm
Forum: Advanced Help
Topic: [solved] multiply two outputs, 2D + 3D render to texture
Replies: 12
Views: 2185

[solved] multiply two outputs, 2D + 3D render to texture

Hi, I have the following situation: - an isometric world, created with draw2DImage, oldskool bitblitting a map together from diamond shaped isometric sprites. - Every tile has its own 3D shape, all shapes together form a low poly 3D map, which is not rendered but just used for line of fire checking....
by milkshakeman
Wed Aug 18, 2010 9:39 pm
Forum: Project Announcements
Topic: X-Com:UFO remake
Replies: 1
Views: 1224

X-Com:UFO remake

-out of date-
visit http://openxcom.org/
by milkshakeman
Fri Jan 15, 2010 10:58 pm
Forum: Beginners Help
Topic: day and night world map [solved]
Replies: 4
Views: 648

Thanks hybrid, I got it to work with that second method you suggested. I even used a sphere, which was a bit tricky. Anyway, below is my code, not cleaned up or optimised but if anyone ever wanted to update one half of a sphere's vertices alpha, it may help to have a look. polycount=512; // add the ...
by milkshakeman
Thu Jan 14, 2010 1:58 pm
Forum: Beginners Help
Topic: day and night world map [solved]
Replies: 4
Views: 648

While the solution with the directional light simulating the sun is nice, but first of all it only works good in 3D when rendering the world as a sphere, and I'm working in 2D, rendering the world as a flat plane. And the real earth night texture with all the city-lights looks nicer than just creati...
by milkshakeman
Thu Jan 14, 2010 1:20 pm
Forum: Beginners Help
Topic: day and night world map [solved]
Replies: 4
Views: 648

day and night world map [solved]

Hi, I'm trying to create a day/night world map effect, like on this site: http://www.timeanddate.com/worldclock/sunearth.html So there is one day texture in the background, and a night texture on top with a transparency mask that offsets horizontally depending on the time of the day. Anybody an idea...
by milkshakeman
Mon Jan 04, 2010 1:38 pm
Forum: Project Announcements
Topic: IrrEventManager v1.8.4 FINAL!
Replies: 38
Views: 23897

Ok, in the mean time I reworked my GUI so I did not have to use a context menu. But it is not a bad thing because now it is even more user-friendly. :D But if you say it should work, I must have done something wrong. (the code example was a very simplified version of the real code). I will do a litt...
by milkshakeman
Wed Dec 30, 2009 3:40 pm
Forum: Project Announcements
Topic: IrrEventManager v1.8.4 FINAL!
Replies: 38
Views: 23897

Is it possible I have a problem with a context menu? (the one that disappears automatically, after you clicked on a menu item) created with addContextMenu. I assign the handler function like I would with a normal menu, and if I use the normal menu, it works. But with a menu created with addContextMe...
by milkshakeman
Tue Dec 22, 2009 3:44 pm
Forum: Code Snippets
Topic: 2d Tiles and Maps Tutorial
Replies: 13
Views: 12422

It seems a bit messed up or backwards. As an example, why would the tile node need to know about the tile manager class but not the other way around. Yes, that sort of awkward class relationships can become real pain in the ass when the game becomes more complex. I would recommend drawing a few cla...