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need to be tested

Posted: Thu Aug 12, 2004 9:38 am
by biotech
could you please test this little demo:

www.geocities.com/svemirkoj/irrlicht/vgtl.zip

it has maya camera(instead panning it has selection which doesnt work very well)
d-debug window

textures are not done yet.
thanx

Posted: Thu Aug 12, 2004 10:22 am
by quark
Cool. It works almost perfect. While rotating scene, view suddenly changes to something unexpected, shortly for one frame only.

How did you made this?

Posted: Thu Aug 12, 2004 10:32 am
by biotech
i think it is a bug in irrlichts maya camera.
i am glad that works

well,models are animated in max and then exported with panda to x files.
then they are filtered with mview(this is a MUST if you want to use these files with irrlicht)

open the *.pk3 file with zip if you want to...textures are only templates made with texporter,max plugin (ofcourse they are first fixed with uvw modifier)

i tested this on few machines and it didnt work...but when i recompiled it,it worked?! i used d3d9 instead of opengl,but i think i should make some kind of options screen in which you can select renderer that suit your hardware the most.
thanks for testing this.

Posted: Thu Aug 12, 2004 10:40 am
by puh
Great! All worked on my machine.
As I've seen in .pk3 you animate all small details including springs, isn't it? Maybe it could be simplier to have one .x file with all objects and animation frames included?

Posted: Thu Aug 12, 2004 10:47 am
by biotech
i thought to do so,but i got strange results,only the one part of the group was displayed and animated properly while others were black and their pivot points were dislocated.

springs are animated too,they are scaled over max's y-axis.max has its own dynamic spring object but that wasnt useful in this case.

so it works? cool.

Posted: Thu Aug 12, 2004 10:53 am
by biotech
i forgot to mention another issue regarding animated *.x files.
i noticed that if you have same keyframes in two points in time they are ignored,so you have a gap when you import it in irrlicht.i dont know if anyone else experienced this while animating stuff in max.so i had to change same keyframe values for a small value like +0.0001 or -0.0001,this sux really,really sux.but eventually works.

i thought to make more interactive approach,to let the user move the key and enters the lock then to turn the plug with the key.this should be nice.

here is the screenshot for everyone that can not run the demo

http://www.geocities.com/svemirkoj/irrl ... erlock.jpg

Posted: Thu Aug 12, 2004 12:59 pm
by afecelis
whoa sweet!

so that's how keys work? man, 32 years to discover this mistery of the universe! :lol:


great job, everything ran fine.

Posted: Thu Aug 12, 2004 1:07 pm
by biotech
very strange,so it works on three different machines,that is great.
it seems that it didnt work on only machine that it should:(

Posted: Thu Aug 12, 2004 2:11 pm
by biotech
please i need more testers

Posted: Thu Aug 12, 2004 5:44 pm
by Christian
Nice colors and animation. I watched it for a few minutes and i found no problems at all.
Nice work :D.

Posted: Thu Aug 12, 2004 6:16 pm
by ManakelKEY
This is working on:

Laptop D600 (512 RAM, ATI9000 64, C97 Audio Emulation)
AMD 2200+ G4TI4200 128MO .

Posted: Thu Aug 12, 2004 7:38 pm
by Ironfoot
worked fine on my machine (Athlon XP 1600+, 512 RAM, Geforce 4 MX 460)

Nice work!

Posted: Thu Aug 12, 2004 10:24 pm
by etcaptor
The demo crash at starting on my PC - P3 800, 512 MB RAM, ATI all in wonder pro 32 MB, XP, DirectX 8.1

Any idea? Sure is with directX version related.

Posted: Thu Aug 12, 2004 11:39 pm
by biotech
etcaptor wrote:The demo crash at starting on my PC - P3 800, 512 MB RAM, ATI all in wonder pro 32 MB, XP, DirectX 8.1

Any idea? Sure is with directX version related.
you must have directx9 installed

Posted: Fri Aug 13, 2004 8:35 am
by bal
Worked, sig for system :).