Search found 62 matches

by jikbar
Wed Dec 01, 2004 9:45 pm
Forum: Open Discussion and Dev Announcements
Topic: weird code in BSP loader
Replies: 3
Views: 707

i just realized this as you were posting. i was thinking that irrlicht's BSP loader created a mehbuffer for each object (which would be a brush) in the level yet in reality it creates a meshbuffer to hold a polygon soup of every face with a certain texture/lightmap. wow, i just realized how inexcapa...
by jikbar
Tue Nov 30, 2004 11:35 pm
Forum: Open Discussion and Dev Announcements
Topic: weird code in BSP loader
Replies: 3
Views: 707

weird code in BSP loader

i was looking hrough the Irrlicht source recently and i saw something weird in the Q3 BSP loader. the line was for(i = 0; i < (numtextures+1)*(numlightmaps+1); i++) then the code inside sets up a bunch of mesh buffers to hold geometry. Why is this code like this? it seems that it would be allocating...
by jikbar
Fri Nov 19, 2004 9:27 pm
Forum: Beginners Help
Topic: addTextSceneNode - great feature, how do you delete it?
Replies: 8
Views: 936

calling remove() or anything else on the node wont work because the ITextSceneNode class doesnt have an implementation outside Irrlicht.

the only declaration of the ITextSceneNode in the Irrlicht headers is
class ITextSceneNode;
by jikbar
Mon Nov 15, 2004 8:57 pm
Forum: Advanced Help
Topic: How do i make my mesh all black?
Replies: 7
Views: 921

set the diffuse and emmisive colors to black. you can change the specular color to black for a pitch black model or to white for a black model with a white shine to it. diffuse = the color the material emmits when struck by light emmisive = the color the material emmits even without light specular =...
by jikbar
Mon Nov 15, 2004 8:47 pm
Forum: Beginners Help
Topic: 3DS files no texture loading
Replies: 1
Views: 383

Code: Select all

Gun->setMaterialFlag(EMF_LIGHTING, false);
This code will enable your gun to light itself (using the emmisive color). A value of true in the second parameter will disable self-illumination so that your node will be affected by dynamic lights.
by jikbar
Sun Nov 14, 2004 8:18 pm
Forum: Beginners Help
Topic: What's it all about? Total n00b seeks help.
Replies: 2
Views: 499

MMORPGs are hard to make. REALLY HARD. Id recommend that you start building on the tutorials, making a much more simple game, to get the idea of how irrlicht works, game terminology and how to put it all together. the tutorials already have a lot of the stuff you need to make a simple game (when it ...
by jikbar
Sun Nov 14, 2004 7:41 pm
Forum: Beginners Help
Topic: lil question
Replies: 5
Views: 609

if your file contains textures, dont use setMaterialTexture() since it will overide the textures built into the file. the layer the texture will be applied to is only used by the engine for things like sphere maps. it has nothing to do with where the texture will be applied Irrlicht doesnt load ligh...
by jikbar
Sun Nov 14, 2004 7:30 pm
Forum: Beginners Help
Topic: Creating fonts bitmap from files ...
Replies: 3
Views: 539

the GUI environment has a function called getTTFont() which gets an IGUIFont from a system .fnt file. im not sure if this function works, but if it does then you could just us it to get whatever font you need from the system
by jikbar
Sun Nov 14, 2004 7:25 pm
Forum: Beginners Help
Topic: Meshviewer avec un .x de Deled 3D
Replies: 2
Views: 555

DeleD exports .x files with material references which dont work in Irrlicht DeleD export des fichier .x avec des references de materiaux qui ne fonctionne pas dans Irrlicht ex: //after the header material SomeMat{ 1 1 1; //diffuse color 1 1 1; //specular color } ... //in the mesh material section/da...
by jikbar
Sun Nov 14, 2004 6:48 pm
Forum: Advanced Help
Topic: Troubles with Light & Shadows in BSP
Replies: 7
Views: 1028

irrlicht doesnt normally support support dynamic lights in BSPs youd have to change the node's material type to EMF_LIGHTMAP_LIGHTING_M4 to ovveride its default setting of EMF_LIGHTMAP_M4 which doesnt calculate dynamic lighting your floor isnt lit because dynamic lights calculate lighting on a per-v...
by jikbar
Fri Nov 12, 2004 9:25 pm
Forum: Bug reports
Topic: stencil buffer issue and performance issue of shadow
Replies: 1
Views: 1201

as i posted in the NX forum, this is probably a problem with 32 bit back buffers that have an alpha channel. the alpha channel of the format should be changed to an ignored channel (change the A8 to an X8 ). from what ive read in the dx8 docs, back buffers ignore the alpha channel. this might be dif...
by jikbar
Fri Nov 12, 2004 8:57 pm
Forum: Project Announcements
Topic: The overambitious, doomed project - (screenshots on page2)
Replies: 25
Views: 8398

IMO, if you want a popular game you need a lot of fights. For most players it is more interesting slaying monsters than milking cows (if you are a farmer ). I know, it is an extreme example but when you play a game you want to escape from routine and fighting against imaginary enemys it's something...
by jikbar
Sun Nov 07, 2004 4:04 pm
Forum: Project Announcements
Topic: Gmax VT's out!
Replies: 83
Views: 56988

this looks AMAZINGLY useful, especially since i dont have quake and cant afford 3ds max

too bad i cant get gmax onto my windows machine since it doesnt have an internet connection and Discreet is obssessed with registration :evil:
by jikbar
Fri Nov 05, 2004 9:52 pm
Forum: Project Announcements
Topic: FarPlane- space action rpg
Replies: 18
Views: 6355

geeze, im an idiot. turns out that i forgot to correct a small bug in the Enemy class that prevents it from removing a node thats not there. What i cant understand is why it worked when i ran it from the folder here i assembled the package. i corrected the error and updated the zip file as well as a...
by jikbar
Tue Nov 02, 2004 8:41 pm
Forum: Project Announcements
Topic: The overambitious, doomed project - (screenshots on page2)
Replies: 25
Views: 8398

this is the game ive been dreaming of all my life :shock: id kill to help make this game a reality. Once im done the game im currently working on, i think il have enough RPG experience to be able to help work on (some) code if your interested... NEVER abandon this project! but if you do, id like to ...