Crystal Space
Welcome, Guest. Please login or register.
September 29, 2016, 01:06:24 pm

Login with username, password and session length
Search:     Advanced search
8995 Posts in 2044 Topics by 26439 Members
Latest Member: Lieselottepmoo
* Home Help Search Login Register
  Show Posts
Pages: [1] 2
1  Crystal Space Development / Support / lighter2 double sided transparent texture on: March 25, 2013, 07:10:49 pm
First WOW spam!
And the login is a little odd. The redirect has or something before the actual url. Almost like a password harvester.

To the question...
When running lighter2 with my map, it comes out fine when I don't export the transparent meshes (they are actually leaves in a tree) as double sided from Blender.
If the meshes are exported as 'double sided' (transparent), lighter2 produces some crazy results. The shadow of the leaves are all over the map in patches that seem to fall in obviously, the shadowed areas that lighter2 is computing.

Is this unique to my build or is this known?

- Linux x86_64 OpenSuse 12.2
- CS (no cel) 2.1 (recent pull from dev branch)
- Blender 2.63 with the 2.1 CS exporter from the dev branch.
- Basic transparent textures from Gimp from leaves
2  Crystal Space Development / Support / Re: Embed PNG on: January 09, 2012, 04:18:35 am

There is a big difference between size_t = 6776000 and size_t = 315715.

Works fine now.
3  Crystal Space Development / Support / Re: Embed PNG on: January 07, 2012, 04:31:51 am
Actually, technically it does work. I can get the png into an iDataBuffer and use that, for example, as a texture when you throw out a sphere as in the Physics demo.
The problem i am having now is if i call csMemFile and load my textures to memory in OnApplication() I cannot use the loader below (as an example). I have to call these first and then my csMemFile.

  if (!loader->LoadTexture ("stone", "/data/metal_rusty.png"))
  ReportError ("Error loading %s texture!",CS::Quote::Single ("stone4"));

The application seg faults if i call this after i call csMemFile. It seems i can only use csMemFile after all the other textures are loaded from file??
Does this seem like the usual behavior?
I wanted to load all the textures to memory when loading and use them but that is seg faulting the app.
Thanks for any help.
4  Crystal Space Development / Support / Re: Embed PNG on: January 06, 2012, 09:30:34 am
Thank you that worked. Using that approach is MUCH easier.
Thanks, Phorem.
5  Crystal Space Development / Support / Embed PNG on: January 04, 2012, 08:27:47 am
I have been trying to embed a png (with no luck) into my CS project. This is required and not an option on my part for portability. There will be only two images that are needed to be embedded - additional images will be loaded as local files.
I am on a recent install of CS/CEL 2.0 beta-1 compiled from source on 64bit Linux. Other than HawkNL, it compiled fine.

I have tried using ImageMagick's command 'convert' to get a header file (convert foo.png -o foo.h). I have tried using that header in my project but it produces a very large executable and i couldn't get fmemopen (stdio.h) to do anything with it (lack of knowledge on my part, i know).

So i tried using 'bin2c' and that also produces a static array but in a vector format which is needed for png's (bin2c foo.png foo.cpp). It produces a much smaller file than ImageMagick and it gets complied into the project fine.

Example of Output....
static char foo_png[] = {
0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a, 0x00, 0x00, 0x00, 0x0d,
0x49, 0x48, 0x44, 0x52, 0x00, 0x00, 0x07, 0xd0, 0x00, 0x00, 0x03, 0x4f,

My question is, how do use that as a texture? I know how to use a file locally but I can't find any clear examples of how to get a stream or use fmemopen to get a FILE * pointer and use that as a texture.
If anyone has an example of could point me in the right direction that would be great.

Thanks, Phorem.

6  Crystal Space Development / Support / Stencil Shadowing (Transparent Binary Textures) on: June 29, 2010, 06:32:16 pm
I did do a search first but i cannot see to find any information (other than what was on the Yo Frankie blog) about a "new" stencil shader that will allow binary textures to produce shadows based on the image - not the mesh (a square mesh for tree branches).
Did this (or did it) make it into the 1.4 release or is it only available via SVN? Was it only a one off for this particular use and never left the developers machine?

Any help would be great.
7  Crystal Space Development / Support / Re: strange color on: October 04, 2008, 10:24:09 pm
What renderloop are you using? If you are using Diffuse (anything different than Standard) then you need to make sure you add a normal map for your textures. I have found this has happened to me in the past.

**Edit: nm, i just read you are using shadowmap. Do you have normal and height map textures?
8  Crystal Space Development / Support / Actor and Sphere collision on: October 03, 2008, 04:48:44 am
Hi, it's been a while since i stopped by but i seem to be having a problem.
First off, i am running Linux 64bit, Nvidia 7600 _Binary Drivers, and using Celstart 1.2.1.

I want to create an entity on the fly by hitting a button. For testing that is the letter 's'.
The problem starts after i create the Sphere. All other objects in the scene can interact with it (as in the physics are normal) but the Actor - a cube mesh - just walks right through it.

If i create the Sphere first when the Scene loads it hangs in the sky and then drops when i hit 's' and my Actor does NOT walk through the mesh - it hits it when i walk into it.

It is only After the Scene has loaded and then i create the Sphere that the problem starts. I just keep walking through it but all other objects are affected by it's mesh - just not me (the Actor or Cube mesh). Here is the code, any help would be great!

<event name="pccommandinput_jump1">

<createpropclass name="pcmesh" />
<default propclass="pc(pcmesh)" />
<action id="actid(LoadMesh)">
<par id="parid(factoryname)" value="genSphere" />

<action id="actid(MoveMesh)">
<par id="parid(sector)" value="Scene" />
<par id="parid(position)" value="[3.26927,2.5393,0]" />

<createpropclass name="pcmechobject" />
<default propclass="pc(pcmechobject)" />

<action id="SetSystem">
<par id="parid(systempcent)" value="sistema"/>
<par id="parid(systempctag)" value="sistema"/>

<action id="actid(InitPhys)">
<par id="parid(mass)" value="0.5" />
<par id="parid(density)" value="1" />
<par id="parid(friction)" value="1" />


<action id="actid(SetColliderSphere)">


<action id="actid(SetMesh)">
<par id="parid(meshpctag)" value="Sphere" />

9  Crystal Space Development / Support / Re: nettest on: October 25, 2006, 06:04:44 pm
I tried that, still at 100%. I guess i will have to look harder to why 100% of the processor is needed to run a couple tcp sockets smiley
10  Crystal Space Development / Support / nettest on: October 24, 2006, 10:13:47 pm
I know this question (or the generalized question about networking) has been asked but i have a quick one.

I have been trying for a while to see if i can get networking going. Like most others, i hadn't realized that i needed HawkNL to test the cel app.

I downloaded, built and installed Hawk and rebuilt cel. The nettest module works fine - well almost - for example purposes to get me started but i have a quick question.

This is what i have done....

Start the server:

./nettest -server -path=lev/terrainf -file=world

After this has started, the CPU usage goes through the roof. It's at a 100%.

Next i connect the client:

./nettest -client -player=Marc -serverhost=

All seems to go well and i can use the F1 and F2 tests as well. However, not been an expert at C++ i can't seem to find the reason why the CPU is at 100% on the server side.
The ping lists as the dreaded 999 - however, i can still move and eventually information is displayed. But the 100% CPU thing is killing me.

The code i am using is all recent SVN pulls from the last week.

Is this a known issue?? I know the code for the nettest is "as is" but i was wondering where i might have a look or what tool i might use to fix the problem (possibly Valgrind)?


Edit - I should also mention i am using Linux 32bit with an ATI card (Laptop). The Hawk lib is 1.7b. All of CS and CEL is from SVN last week.
11  Crystal Space Development / Support / Re: blender2crystal not working (newb) on: January 22, 2006, 05:12:40 am
As for your first problem, you have to add the "folder" you want to use to test maps in your "vfs.cfg". For example, if you have a folder called "test" in your CS data folder, you would add :

VFS.Mount.lev/test   = $@data$/test$/

to the list of folders that are already added to the vfs

VFS.Mount.lev/flarge   = $@data$/flarge$/
VFS.Mount.lev/pvstest  = $@data$/pvstest$/
VFS.Mount.lev/r3dtest  = $@data$/r3dtest$/
VFS.Mount.lev/parallaxtest = $@data$/parallaxtest$/
VFS.Mount.lev/stenciltest = $@data$/stenciltest$/
..........and so on.

Drop all your game data (or the maps you have created in blender into here) i usually don't use the zip files but even if you do, you still have to add an entry for it in the vfs.cfg file. Try setting it up without the zip file - just export the data as is or unzip the file and dop the world file and all the other data in the test folder in your data directory.

If you want to mount a zip file try something like the aws entry...

; Mount for test
VFS.Mount.test = $@data$/, $@data$/test$/

And to access the map you created :

walktest.exe test -relight

Hope that helps a bit.
12  Crystal Space Development / Support / Re: Cally - Greet, Hurt on: December 28, 2005, 05:07:39 pm
Well, i can't believe NOBODY has added a new animation to their CS program.

I looked at it again and it seems that i will have to add a new Member class to pcactormove if i want to use Greet or Hurt (and shoot for that matter).

Is this right??
13  Crystal Space Development / Support / Cally - Greet, Hurt on: December 27, 2005, 08:55:18 am
I had a look around and i tried going through ALL the tutorials but, i can't seem to get the Cally model to except new movements. I can obviously load the models i make and the Cally model into "viewmesh" and see all the animations but when i look more closely and start trying to code things up, i noticed that pcactormove doesn't have the "actions" i need. I tried coding a couple things but nothing has worked (mostly altering the cel tutorial#9 - i get a black screen). I have changed all the files to reflect the new pccommandinput, but i just get a black screen sad

Any ideas?
14  Crystal Space Development / Support / Re: cal3d skeleton file not loading on: December 24, 2005, 06:14:12 pm
Did you rebuild CS after you updated your Cal3D install? That's what happened to me in the past.
15  Crystal Space Development / Support / Re: Bumpmaps, Normalmaps etc... on: July 20, 2005, 02:48:33 am
Well, i found out what my problem was. I tested the cvs version on my 64bit computer and it worked perfectly; bump mapping and all. That was with the ATI 9600 card. So basically, i copied the the values from the "r3dopengl.cfg" file on my 64bit machine and matched them on my nvidia computer:

; Alternate values to try.
; The picker first looks for the value closest to the setting requested by
; the user. Then, the respective lists are iterated rightwards. The value that
; is changed is determined by the current reduction order.
Video.OpenGL.FormatPicker.ColorBits = 32,24,16,15,12,0
Video.OpenGL.FormatPicker.DepthBits = 24
Video.OpenGL.FormatPicker.AlphaBits = 8
Video.OpenGL.FormatPicker.StencilBits = 8
Video.OpenGL.FormatPicker.AccumColorBits = 24
Video.OpenGL.FormatPicker.AccumAlphaBits = 8
Video.OpenGL.FormatPicker.MultiSamples = 0

Now it works well on all my computers. I'm surprised that i had to hand tweak the opengl file to get the shadowing to work properly.

I also want to say that the 64bit build is pretty solid and i love how rich the ati card makes the colours - not a flame war nor do i work for ati. But nvidia is still faster in Linux. smiley
Sorry if i wasted anybodies time.
Thanks again.

Now if i could only figure out how to make the sound work..........
Pages: [1] 2
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 7.206 seconds with 16 queries.