IrrWizard?
Hi Area 51
Thanks for the tip, I will give it a go.
I feel your pain, my spare time is a little short at the moment too !
Yeah I never tried with the sky box really, once I started using a skyDome, I had a much better effect, so I never went back to a box.
Thanks, if I get it working, I'll post a fix, if anyone has issues trying to get terrains running
Thanks for the tip, I will give it a go.
I feel your pain, my spare time is a little short at the moment too !
Yeah I never tried with the sky box really, once I started using a skyDome, I had a much better effect, so I never went back to a box.
Thanks, if I get it working, I'll post a fix, if anyone has issues trying to get terrains running
You scratch my back, I'll scratch yours.
Hi Area51,
OK well it's not the SkyBox.
If I add a break and debug here:
GameWeaponOwnedStates.cpp
switch (node->getID())
your right 'node' is returning null (or actually 0x000000)
my new GameStateLevel02 is pretty much the same as GameStateLevel01,
now in GamePlayState I adden a new CGamePlayState::loadTerrainMap()
but added a terrain instead of the original stuff
My problem is here somewhere:
scene::IAnimatedMesh* mesh = pManager->getSceneManager()->getMesh(map);
node = pManager->getSceneManager()->addOctTreeSceneNode(mesh->getMesh(0));
I'm not sure how to set node or mesh, to use the terrain, and not the 'quake map'
if I actually parse the map and load it, ie I have a quake map ON my terrain, I can run around shooting the building and get explosions, the moment I shoot the terrain, it crashes out.
How can I get this bit of code to return something for the terrain.
I have tried a few things but just get a mismatch, as terrain is not an AnimatedMesh ..aarrghh
Thanks for any help, but my head is bruised from banging it on my desk
Note: I did even use SetID on the terrain node, in case that's why it returned null.
Cheers
OK well it's not the SkyBox.
If I add a break and debug here:
GameWeaponOwnedStates.cpp
switch (node->getID())
your right 'node' is returning null (or actually 0x000000)
my new GameStateLevel02 is pretty much the same as GameStateLevel01,
now in GamePlayState I adden a new CGamePlayState::loadTerrainMap()
but added a terrain instead of the original stuff
Code: Select all
// add terrain scene node
scene::ITerrainSceneNode* terrain = pManager->getSceneManager()->addTerrainSceneNode(
"media/terrain/terrain1_HeightMap129.bmp",0,-1,
core::vector3df(0.0f, 0.0f, 0.0f), // position
core::vector3df(0.0f, 0.0f, 0.0f), //rotation
core::vector3df(80, 1.0f, 80), //scale
video::SColor(255, 255, 255, 255),5,scene::ETPS_33); // color - LOD - Patch Size
terrain->setMaterialFlag(video::EMF_LIGHTING, false);
terrain->setMaterialTexture(0, pManager->getDriver()->getTexture("media/terrain/grass2.jpg"));
terrain->setMaterialTexture(1, pManager->getDriver()->getTexture("media/terrain/grass_detail3.jpg"));
terrain->setMaterialType(video::EMT_DETAIL_MAP);
terrain->scaleTexture(1.0f, 10.0f);
terrain->setID(ID_TERRAIN_NODE);
// Load in game Level from resources
m_Selector = 0;
scene::IAnimatedMesh* mesh = pManager->getSceneManager()->getMesh(map);
scene::ISceneNode* node = 0;
if (mesh)
node = pManager->getSceneManager()->addOctTreeSceneNode(mesh->getMesh(0));
if (node)
{
//node->setPosition(mapPosition);
node->setPosition(core::vector3df(0.0f, 0.0f, 0.0f));
m_Selector = pManager->getSceneManager()->createOctTreeTriangleSelector(
mesh->getMesh(0), node, 128);
node->setTriangleSelector(m_Selector);
m_Selector->drop();
}
pManager->setMetaSelector();
pManager->getMetaSelector()->addTriangleSelector(m_Selector);
My problem is here somewhere:
scene::IAnimatedMesh* mesh = pManager->getSceneManager()->getMesh(map);
node = pManager->getSceneManager()->addOctTreeSceneNode(mesh->getMesh(0));
I'm not sure how to set node or mesh, to use the terrain, and not the 'quake map'
if I actually parse the map and load it, ie I have a quake map ON my terrain, I can run around shooting the building and get explosions, the moment I shoot the terrain, it crashes out.
How can I get this bit of code to return something for the terrain.
I have tried a few things but just get a mismatch, as terrain is not an AnimatedMesh ..aarrghh
Thanks for any help, but my head is bruised from banging it on my desk
Note: I did even use SetID on the terrain node, in case that's why it returned null.
Cheers
You scratch my back, I'll scratch yours.
DisplayFPS
I noticed the DisplayFPS in the full framework was commented out.
I have this working and displaying 2D text if anyone needs it,
Just shout
If anyone could also help on my above post about terrain node and my shooting problem, would be great
I have this working and displaying 2D text if anyone needs it,
Just shout
If anyone could also help on my above post about terrain node and my shooting problem, would be great
You scratch my back, I'll scratch yours.
I would like to help, but can't get near a compiler anytime soon, working away at the moment.
In the short term I would just put an if(node) condition around the code that crashes, then it shouldnt crash. Only thing is the explosions wont happen on the terrain.
Im sure the terrain should return a valid node if added to the scenemanager, I thought it was like any other mesh, this is where I would get debugging, but am unable at the moment.
Sorry
________
FREE THEMES
In the short term I would just put an if(node) condition around the code that crashes, then it shouldnt crash. Only thing is the explosions wont happen on the terrain.
Im sure the terrain should return a valid node if added to the scenemanager, I thought it was like any other mesh, this is where I would get debugging, but am unable at the moment.
Sorry
________
FREE THEMES
Last edited by area51 on Fri Feb 25, 2011 12:10 am, edited 1 time in total.
Hi
I need a little help with your program
I'm just trying to compile it in DevC++ after installing it, but it doesn't create a exe because there is something wrong in the audieresoundmanager.cpp ... i can't find a mistake and i can't even test it so
this part is it. Theres something wrong with the NULL making it into an integer or something o-O
I also get alot of linker errors ... HELP
I need a little help with your program
I'm just trying to compile it in DevC++ after installing it, but it doesn't create a exe because there is something wrong in the audieresoundmanager.cpp ... i can't find a mistake and i can't even test it so
Code: Select all
//! Load, same as Init()
bool CAudiereSoundManager::Load(CGameManager* pManager)
{
if(m_pAudiereDevice!=NULL)
return false;
else
Init();
return true;
}
I also get alot of linker errors ... HELP
Hey MoeRon,
You never said what the compile error was, but try a space after
m_pAudiereDevice
Also check you have the Audiere Library file.
You never said what the compile error was, but try a space after
m_pAudiereDevice
Code: Select all
if(m_pAudiereDevice != NULL)
You scratch my back, I'll scratch yours.
Thanks for the response
Here's what it says after compiling
I'm using devc++ and i added
the lib/win32 path under the library part. I also downloaded audiere and added the librarys from it.
and under the include part i added
the irrlicht/include and the audiere/include path ... :S
Oh, and i tried your tip with the space and it still makes the same errors
Here's what it says after compiling
I hope it's not a dump mistake like forgetting a library or something :/...\AudiereSoundManager.cpp In member function `virtual bool CAudiereSoundManager::Load(CGameManager*)':
27 ...\AudiereSoundManager.cpp [Warning] converting to non-pointer type `int' from NULL
27 ...\AudiereSoundManager.cpp [Warning] NULL used in arithmetic
In function `ZN7audiere6RefPtrINS_12OutputStreamEEaSEPS1_':
[Linker error] undefined reference to `_imp__AdrOpenSound@12'
[Linker error] undefined reference to `_imp__AdrOpenSampleSource@8'
[Linker error] undefined reference to `_imp__AdrOpenDevice@8'
27 ld returned 1 exit status
...\Makefile.win [Build Error] [testgame3.exe] Error 1
I'm using devc++ and i added
the lib/win32 path under the library part. I also downloaded audiere and added the librarys from it.
and under the include part i added
the irrlicht/include and the audiere/include path ... :S
Oh, and i tried your tip with the space and it still makes the same errors
-
- Posts: 16
- Joined: Wed Nov 29, 2006 1:41 am
Physics
Hey anyone used physics with the irrWizard framework yet?
Got any suggestions for the best engine, I am thinking Newtons because it seems the most popular, but I have problems, just setting up and compiling the examples.
So if anyone has suggestions or examples, on the best way to implement with irrWizard
CHEERS
Got any suggestions for the best engine, I am thinking Newtons because it seems the most popular, but I have problems, just setting up and compiling the examples.
So if anyone has suggestions or examples, on the best way to implement with irrWizard
CHEERS
Hey, first off great work; this is really helpful.
I couldn't get it to compile tho.
That gives me this error:
Any idea what it is?
Thanks.
I couldn't get it to compile tho.
Code: Select all
void CGamePlayState::loadMap(CGameManager* pManager, const c8* map, core::vector3df mapPosition)
{
loadMap(pManager, map, mapPosition, vector3df(0,0,0));
}
Code: Select all
error C2955: 'map' : use of class template requires template argument list
Thanks.
IRRLICHT ROCKS!!!!
I've spent some time now trying to get GUI elements to work with the wizard, but I'm having problems. I can display the GUI elements without any problem, but it's when I try to interact with them that I fail.
My guess is that the gui event I've added to the OnEvent in the game manager is done wrong. I looked at how the mouse and keyboard event receivers were already implemented, and looked at the MeshViewer example for irrlicht 1.1 (which is the version I'm using) to see how gui events are handled, but so far no luck. Any help on this would be highly appreciated.
Here is my source code if that would help. For controls, hit ESC or M to go out of Camera mouse control. Main files of interest (I would guess) is AppManager, AppState and AppRunState.
(EDIT: Sorry, forgot to put with it my modified irrMath.h. It's only a temporary solution for some constants I use for planets, and in the few instances they are used one might just as well comment them out. Here is the file though.)
My guess is that the gui event I've added to the OnEvent in the game manager is done wrong. I looked at how the mouse and keyboard event receivers were already implemented, and looked at the MeshViewer example for irrlicht 1.1 (which is the version I'm using) to see how gui events are handled, but so far no luck. Any help on this would be highly appreciated.
Here is my source code if that would help. For controls, hit ESC or M to go out of Camera mouse control. Main files of interest (I would guess) is AppManager, AppState and AppRunState.
(EDIT: Sorry, forgot to put with it my modified irrMath.h. It's only a temporary solution for some constants I use for planets, and in the few instances they are used one might just as well comment them out. Here is the file though.)