Just to add, yes skins are possible as abraxas said.
And the book, If you are a irrlicht newbie will certainly help you on your feet quickly
Search found 704 matches
- Sun Dec 09, 2012 2:02 pm
- Forum: Beginners Help
- Topic: GUI editor and skins?
- Replies: 3
- Views: 412
- Sun Dec 09, 2012 12:24 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month December 2012 [Winner announced!]
- Replies: 26
- Views: 21594
Re: Screenshot of the Month December 2012 [Submit now!]
Nice! But now you still need a specular map for the weapon texture, to have high specular on the rifles lock and other metal, and very low specular on the wood furnishing.
- Sun Dec 09, 2012 7:49 am
- Forum: Beginners Help
- Topic: CopperCube: can't see anything from exported irr file
- Replies: 3
- Views: 666
Re: CopperCube: can't see anything from exported irr file
I can confirm this, exporting a irr scene from example LoadIrrFile on Unix/Linux system results in the same directory structure problem and has \00 inserted after every character.
- Sat Dec 08, 2012 6:14 pm
- Forum: Project Announcements
- Topic: A better room for the demo [WIP]
- Replies: 55
- Views: 16439
Re: A better room for the demo [WIP]
Had a quick work on this. Now, I know the meshes might not be final, but I UV Unwrapped all the objects in the cavern to prepare for texturing. Now the issue we need to decide on, what texture style do we want? Do we make the columns and structure from Limestone, sort of what the Pyramids are made f...
- Mon Dec 03, 2012 2:17 pm
- Forum: Project Announcements
- Topic: Weapon Positioner toolkit - reworked
- Replies: 23
- Views: 7262
Re: Weapon Positioner toolkit - reworked
Sorry for this, but I foud the upload to be a bit messy, so I reorgnaized the file and reuploaded it. FPS Weapon Assistant Now the exe and irrlicht dll, include, lib and obj folder have been removed, and compilation is up to the user, for linux users only change the irrlicht path in the makefile. Fo...
- Mon Dec 03, 2012 10:01 am
- Forum: Code Snippets
- Topic: [C++] Reflective Water (conversion from .NET)
- Replies: 58
- Views: 33362
Re: [C++] Reflective Water (conversion from .NET)
just irrlicht, and only needs to be changed in your program code, other than that float ref's are still possible in certain scena
- Mon Dec 03, 2012 9:24 am
- Forum: Code Snippets
- Topic: [C++] Reflective Water (conversion from .NET)
- Replies: 58
- Views: 33362
Re: [C++] Reflective Water (conversion from .NET)
Problem most likely lies with how textures are passed to the shader. onsetShaderConstant now takes int as texture reference type input instead of float/f32. This was already mentioned on the forum, search for 'shader handling broken' or something similar.
- Mon Dec 03, 2012 9:03 am
- Forum: Project Announcements
- Topic: Deferred Rendering
- Replies: 105
- Views: 47592
Re: Deferred Rendering
I still have the code and example, Will get around to uploading it after work.
- Mon Dec 03, 2012 8:56 am
- Forum: Code Snippets
- Topic: [C++] Reflective Water (conversion from .NET)
- Replies: 58
- Views: 33362
Re: [C++] Reflective Water (conversion from .NET)
Does it even compile? if yes, how does the onsetShaderConstants function look like? Else, what else is wrong?
- Mon Dec 03, 2012 8:21 am
- Forum: Project Announcements
- Topic: A better room for the demo [WIP]
- Replies: 55
- Views: 16439
Re: A better room for the demo [WIP]
Well granyte I'm sure you can help with coding, have a bit of a chat with samuncle and sort things out, I'm sure he will be glad to have you.
- Sat Dec 01, 2012 2:14 pm
- Forum: Code Snippets
- Topic: [C++] Reflective Water (conversion from .NET)
- Replies: 58
- Views: 33362
Re: [C++] Reflective Water (conversion from .NET)
Ofcourse it doesnt! The code is likely from pre 2007;-)
- Sat Dec 01, 2012 6:41 am
- Forum: Project Announcements
- Topic: A better room for the demo [WIP]
- Replies: 55
- Views: 16439
Re: A better room for the demo [WIP]
About that oasis, I want to change how it is 'Walled-in', instead of all the big round rocks which don't look very natural, I am going to put a cliff on one side for like a canyon running through the desert(these are more common than you might think) with a bit of fill-in scenery and a custom skybox...
- Wed Nov 28, 2012 9:23 pm
- Forum: Project Announcements
- Topic: A better room for the demo [WIP]
- Replies: 55
- Views: 16439
Re: A better room for the demo [WIP]
Okay I've checked-out the repository and will see what I can do all round. Probably I'll start with some coding and scene fine mesh work.
PS: Kudos for using blender, makes it so easy for me to get going, as It's my modelling tool of choice
PS: Kudos for using blender, makes it so easy for me to get going, as It's my modelling tool of choice
- Wed Nov 28, 2012 3:18 pm
- Forum: Beginners Help
- Topic: irrlicht and tokamak with codeblocks/linux
- Replies: 14
- Views: 1213
Re: irrlicht and tokamak with codeblocks/linux
Actually what is the reason for using tokamak? It seems quite old and rather complex to use, so unless you've only barely started, I really recommend something more recent such as bullet or ode (both of which have nice irrlicht wrappers on this forum). I find they are easier to use and more featuref...
- Wed Nov 28, 2012 2:33 pm
- Forum: Project Announcements
- Topic: A better room for the demo [WIP]
- Replies: 55
- Views: 16439
Re: A better demo [WIP]
I personally want to completely revamp the old quake style demo of irrlicht into something fresh!