DeleD DMFLoader for Irrlicht
Ilbuzzo;
Sounds great!! I will wait for the Easter code. Anything I don't have to
write leaves more time to work on something else!! Great work and
look forward to update.
Sounds great!! I will wait for the Easter code. Anything I don't have to
write leaves more time to work on something else!! Great work and
look forward to update.
If you're not making GREAT games
you belong in an institute!
The Game Institute.
www.gameinstitute.com
you belong in an institute!
The Game Institute.
www.gameinstitute.com
Are we there yet?
If you're not making GREAT games
you belong in an institute!
The Game Institute.
www.gameinstitute.com
you belong in an institute!
The Game Institute.
www.gameinstitute.com
-
- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
I guess a lot of use plan on doing work tomorrow. I will also be implamenting the IrrDMF Loader into my project tomorrow!
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
-
- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
Well it works, but now I get a run time error! It compiles perfectly no errors or warnings. I think it has something to do with DeleD becouse everytime I rename my lights with the dynamic_ pointer in the front of it. I save and when I reopen DeleD the lights are back to a pointlight name!
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
Hi Guys,
I've done a little testing on DMFLoader beta (new version) with Irrlicht 0.9 and it works really well.
I'll release the source and new binaries this week-end or in the worst case tuesday (I need a faster connection ).
This time I'll implement in binaries physics with Newton++ (a wrapper for Newton to use with Irrlicht).
Now I'll pass to troubles:
@SkaterX29527
DeleD 1.1 version has a bug, in fact when you reopen and then resave a light you'll never obtain dynamic_ in front of name.
You must rename your lights another time and then resave.
This bug has been fixed and will be corrected with DeleD 1.2 update as Paul-Jean written in DeleD forums.
Anyway let me know more of your project or mail me your dmflog.txt file generated so I can give you more infos.Let me know what compiler are you using cause some errors could occurr with Visual C++ so you need a fixed version.
@Chris
I've Visual C++ toolkit 2003, so I can try with this, but let me know if it's the same for you.
Bye
I've done a little testing on DMFLoader beta (new version) with Irrlicht 0.9 and it works really well.
I'll release the source and new binaries this week-end or in the worst case tuesday (I need a faster connection ).
This time I'll implement in binaries physics with Newton++ (a wrapper for Newton to use with Irrlicht).
Now I'll pass to troubles:
@SkaterX29527
DeleD 1.1 version has a bug, in fact when you reopen and then resave a light you'll never obtain dynamic_ in front of name.
You must rename your lights another time and then resave.
This bug has been fixed and will be corrected with DeleD 1.2 update as Paul-Jean written in DeleD forums.
Anyway let me know more of your project or mail me your dmflog.txt file generated so I can give you more infos.Let me know what compiler are you using cause some errors could occurr with Visual C++ so you need a fixed version.
@Chris
I've Visual C++ toolkit 2003, so I can try with this, but let me know if it's the same for you.
Bye
-
- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
Ok well I narrowed the error down to this code. What did I do wrong? and Im using Dev-C++!
Code: Select all
int dyn=DMFLoader.loadLights("sample.dmf",irrSceneMgr);
for (int i=0;i<dyn;i++){
ISceneNode *light=0;
light=irrSceneMgr->getSceneNodeFromId(1000+i,0);
//this animation moves lights in circle with some variations!!
if (light) {
ISceneNodeAnimator* anim=irrSceneMgr->createFlyCircleAnimator ( core::vector3df(0.0f,((i+1)%3-1)*50.0f,0.0f),((i%3))*100.0f-50.0f);
light->addAnimator(anim);
anim->drop();
}
}
*/
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
Hi All,
New version is quite done, here you a screenshot (I'll upload tomorrow on my site ).
It now loads water plains from within DeleD. I'll give you more details on release.
It works correctly with Irrlicht 0.9 and 0.8, Dev-C++ (MinGW 3.4.2) and Visual C++.
@ Skater
Please use loadLights in its complete form so:
So you are sure that scene nodes are correctly initialised, and be sure you have no other nodes with the same ID (you can set what base ID you want).
If this doesn't help you (your code works anyway for me) please send me your dmflog.txt file generated when you try DMF file loading.
Bye Guys
New version is quite done, here you a screenshot (I'll upload tomorrow on my site ).
It now loads water plains from within DeleD. I'll give you more details on release.
It works correctly with Irrlicht 0.9 and 0.8, Dev-C++ (MinGW 3.4.2) and Visual C++.
@ Skater
Please use loadLights in its complete form so:
Code: Select all
int dyn = DMFLoader.loadLights("sample.dmf",irrSceneMgr,0,1000)
If this doesn't help you (your code works anyway for me) please send me your dmflog.txt file generated when you try DMF file loading.
Bye Guys