IRREDIT infos

Post your questions, suggestions and experiences regarding game design, integration of external libraries here. For irrEdit, irrXML and irrKlang, see the
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Athlon_Jedi
Posts: 156
Joined: Wed Jul 21, 2004 4:29 am
Location: Mishawaka, In

IRREDIT infos

Post by Athlon_Jedi »

ok i know there must be a way to increase the Farvalue (clip plane) on the default camera in IRRedit , anyone figured this out yet?
niko
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Post by niko »

Hm, no, currently not, sorry. But I could add this feature, thought about that myself already. :)
Athlon_Jedi
Posts: 156
Joined: Wed Jul 21, 2004 4:29 am
Location: Mishawaka, In

Nice

Post by Athlon_Jedi »

That would be awsome lol the way it is now is kinda hap hazard to work with but still an awsome tool :)

also, i have integrated IrrEdit into my workflow and was wandering how much of the engine fuctionality has been exposed to the scripting engine?

EVT_Tangents are giving me headaches trying to retrieve scene node information through c++ using GetSceneNodeFromName(); and trying to use that to convert meshes to tangents for animated meshes lol

and another cool idea i am sure you prolly thought of would be some kind of code veiw similar to say renderware inwhich we could change the code generated in the .irr file to include such fuctions with the editor instead of trying to code it in C++.

I have already have the 0.6 extended a bit so it applies EMF_LIGHTING and other basic Material flags though . this is a very handy tool you have here : ) cant wait for the next release.

regards
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