CCloudSceneNode - clouds with levels of detail

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bal
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Post by bal »

Thanks for mirroring MikeR. Really beautiful to watch those clouds :).
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bitplane
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Post by bitplane »

Glad you all like it :)

I fixed the broken download, thanks for mirroring MikeR!

@etcaptor, I'd love to see some screenshots if you make some other coole effects :)
@puh- They're not infinite, they just get more detailed as you get closer. You can rotate and move but not scale the clouds, I was just showing off rotation since you can't rotate particle systems.

and there's a new video here: http://www.bitplane.net/dump/cloud3.avi
finger007

Post by finger007 »

Hey - that looks awesome, man!

Keep on the great work and thanks for sharing!!
Pr3t3nd3r
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Post by Pr3t3nd3r »

Nice ... but
i tried on .11 and it seems to be an z-order bug. Also it seems that you can only use png with alpha or else you get no good result.
The code is working only for OPENGL ... if you try using DIRECTX no think will be drawn.

And your programing: i think you sold use #include "CCloudSceneNode.h" not cpp in main,

CCloudSceneNode::CCloudSceneNode(ISceneNode* parent, ISceneManager* mgr, ITimer *devicetimer , s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale )
: ISceneNode(parent, mgr, id, position, rotation, scale)
in CCloudSceneNode.cpp and
class CCloudSceneNode : public ISceneNode
in CCloudSceneNode.h.

Nice ...
finger007

Post by finger007 »

has anyone tried it in 0.12 already?
bitplane
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Post by bitplane »

yeah, it was the first thing I tried - no joy :(

on Pr3t3nd3r's comments... where would I put the #include "CCloudSceneNode.cpp" then? down at the bottom of CCloudSceneNode.h seems messy
hybrid

Post by hybrid »

bitplane wrote:on Pr3t3nd3r's comments... where would I put the #include "CCloudSceneNode.cpp" then? down at the bottom of CCloudSceneNode.h seems messy
:lol:
You should include only .h files. The .cpp files are compiled separately and linked against the other .o files from your app in order to form the final executable. You can also add the compiled CCloudSceneNode.o to your own version of Irrlicht.dll and don't think about it anymore (if you add the .h file to irrlicht.h it will be even completely automatic).
Pr3t3nd3r_guest

Post by Pr3t3nd3r_guest »

when you get irrlicht include you have only .h files.
With your include there will be a .cpp file included too...

look at any node in irrlicht and see how are the include made.
You never use #include"bla.cpp" because .cpp is an implementation file not a definition file.
bitplane
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Post by bitplane »

cool, thanks guys, i'll sort this out next time i release it, which will probably when i release my game
Cleves
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Post by Cleves »

Hey, bitplane isn't there anyway to make CCloud work in 0.12? I thought that Niko has fixed the Z problem.
Midnight
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Post by Midnight »

download rar format
download zip format

uhh wtf, I don't remember posting this lol.... 0.o
Last edited by Midnight on Tue May 18, 2010 6:23 pm, edited 1 time in total.
zenoid
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Post by zenoid »

can't run it using DX9, no particle is displayed. Did not dig into this pb but any one of you try this scene under DX9 ?
Anyway, many thanks for sharing your code.
bitplane
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Post by bitplane »

to tell the truth, I haven't upgraded to 0.12 yet. I had a quick tester to see if the clouds worked, but gave up the second they didn't.
I will upgraade when I start my next game, but its not worth it at the moment due to the genre.
Pr3t3nd3r
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Duplicate partial post .... if any one want to test

Post by Pr3t3nd3r »

If any one want to test to see if this solves the problem ...
And one question.
Why begeining with irrlicht 1.11 you have commented the line
material.ZWriteEnable = false; in
class: ..materialrender_TRANSPARENT_ALPHA_CHANEL
in every material render.h ?

I think that's why the cloud scene node form the project announcemets is not workink ...
Is that fixing any problem with 127 alpha? meybe you should do somethink for the cloud scene node(using png ...) to work too... a diferent render for textures with all alpha ...
(I haven't tested to see if that generate the error ..)
Pr3t3nd3r
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Post by Pr3t3nd3r »

:cry: ... that's strage because in 1.12 i can't find any way to display images with texture alpha. ( the only result i get is total transparency on non tranparency ... 128 ) ... so making special effects like cool clouds is a little impossble ... :cry:
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