dhenton9000 wrote:First draft at:
http://www.sendmefile.com/00042869
Will add more if there's interest.
Sorry to dig an old thread but the link doesn't work anymore... Would it be possible to upload it again?
Thanks!
dhenton9000 wrote:First draft at:
http://www.sendmefile.com/00042869
Will add more if there's interest.
Anonymous wrote:Hi there. I tried your demo and got it compiled. It is very useful. I lightmapped your obj-level and reloaded it as my3d, but it does not work properly anymore. The collision is broken as i fall through the map (mainly in front of the switches i want to push,grr). The elevator seems to be stuck... I did not reposition a single vertex, i did no scale nothing just added some lights and rendered it. Then reloading as my3d and newirr is broken. Its really too bad. Maybe there is a way to load the lightmap and its uv's without using my3d? Or any other idea to get the lightmap would be very much appreciated. Please have a look, my maps look so shitty without lightmaps.
I can already get lightmaps to work without physics (just collision), but your example shows so much more that greedy me wants everything together. Any idea?
Code: Select all
void CNewtonGame::createNewtonBase(scene::ISceneNode* iNode,scene::IAnimatedMesh* iMeshBase)
{
NewtonCollision* newtonmap;
newtonmap = NewtonCreateTreeCollision(nWorld, LevelCollisionCallback);
NewtonConvexCollisionSetUserID(newtonmap,WORLD_ID);
NewtonTreeCollisionBeginBuild(newtonmap);
int j;
int v1i, v2i, v3i;
IMeshBuffer *mb;
vector3df vArray[3]; // vertex array (3*3 floats)
int tmpCount = 0;
int meshCount = iMeshBase->getMesh(0)->getMeshBufferCount();
std::cout << meshCount;
Code: Select all
// assert(meshCount == 1);
// assert(meshCount != 0);
for (int x=0;x<meshCount;x++)
{
mb = iMeshBase->getMesh(0)->getMeshBuffer(x);
//video::S3DVertex* mb_vertices = (irr::video::S3DVertex*) mb->getVertices();
video::S3DVertex2TCoords* mb_vertices = (irr::video::S3DVertex2TCoords*) mb->getVertices();
Code: Select all
u16* mb_indices = mb->getIndices();
int maxI = mb->getIndexCount();
........
}
Fernando Alonso wrote:I have a question: I am trying to simulate the real movement of a FPS. In games type "quake" or " counter strike ", the movement of the FPS is linear, but when a person walks the force of the left leg and then the right leg makes to move itself the point of vision....
Well, it doesn't seem to be soo permanent. Can't reach this link.dhenton9000 wrote:This should be the permanent home of the latest files:
http://webpages.charter.net/hentond/images/newirr.zip