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1  Crystal Space Development / General Crystal Space Discussion / don't make the box fall over?(ode) on: April 29, 2006, 09:27:12 am
I want to make a character and his physical model is a box. But it will bounce like a box when the box fall on the ground. Because a character will not fall over, it must be always plumb the ground. So how to make the character plumb the ground and don't make it fall over?
2  Associate Projects / CEL Discussion / How to change the camera's position? on: August 22, 2005, 08:21:35 am
Hi!

I use cel. But I found the camera's position always point at the entity's foot. I want to make it point to the entity's waist. so I use this code:
Code:
pccamera->SetSpringParameters (3.5f, 0.25f, 1.01f);
But when i want to the entity forward the camera's positon will change to the default one. How set the camera and not change it when the entity move?
3  Associate Projects / CEL Discussion / Re: Dose every entity has a camera? on: August 14, 2005, 03:23:11 am
Thanks a lot!

But I miss another problem. For example, I create a actor without camera. But I want to show it, so I do it in this way:
Code:
csRef<iPcMesh> pm = CEL_QUERY_PROPCLASS_ENT (entity, iPcMesh);
pm->MoveMesh (sector, csVector3(3,0,0));
pm->Show();
Is there another way to show it? For it so difficulte to get the sector. Or is there anyway to get the sector?

I don't understand the problem. What's difficult about getting the sector?

Greetings,

I must get the 'sector' when I show the entity which has no 'camera'. But I don't know how to get the sector before I show the entity.
Is there antway to show the entity that has no 'camera'?
4  Associate Projects / CEL Discussion / Re: Dose every entity has a camera? on: August 12, 2005, 11:26:09 am
Thanks a lot!

But I miss another problem. For example, I create a actor without camera. But I want to show it, so I do it in this way:
Code:
csRef<iPcMesh> pm = CEL_QUERY_PROPCLASS_ENT (entity, iPcMesh);
pm->MoveMesh (sector, csVector3(3,0,0));
pm->Show();
Is there another way to show it? For it so difficulte to get the sector. Or is there anyway to get the sector?

Thanks for your help!

Huh I don't understand the problem. You can safely change the name of the entity. But you must then change it everywhere that that name is referenced. It is as easy as that. So everywhere there is the name "camera" you must change that to the new name.
5  Associate Projects / CEL Discussion / Re: Dose every entity has a camera? on: August 12, 2005, 09:51:13 am

You have to change the call to SetCamera() too then. i.e. change the name.

Quote
Thanks!
Do you mean that I must difine the entity's name to "camera"? But I want change the name, there still the error. How can I do?
6  Associate Projects / CEL Discussion / Re: Dose every entity has a camera? on: August 12, 2005, 02:20:53 am
Just make a new version of CreateActor() that doesn't add the camera.

Thanks very much! I had tried it. It's successful.

But there have another problem for me. The problem will display a error like 'Can't find entity 'camera' for action SetCamera!', when I change the entiy's name. In celtest the entity's  name is 'camera', so If the entity's name must be 'camera'? This way, how can I change the entity's name and not get the error?

Another questions:
If the entity have no camera. Then how to set the entity's position and render it in the game world?

7  Associate Projects / CEL Discussion / Dose every entity has a camera? on: August 11, 2005, 09:51:38 am
hi!

I use cel for my programe! For example about celtest. I want to add an actor in the world, so I use the function CreatActor(). But when I show it, it changes the first actor's camera to the one which I add.  But I didn't want to that happened. I just want to add an actor and not change the camera. How can I do? How can I show the second actor in my game?

Give me some code for your answer!

Thanks,
8  Crystal Space Development / Game Content Creation / Re: An important question about cal3d? on: August 02, 2005, 02:40:08 am
Thanks for your answer!
but I think that you didn't understand what I say!
So briefly! Do you have a model that with a skirt? Do you model's skirt can move when it walk? Do it display well in the cs or cel?
9  Associate Projects / CEL Discussion / Re: Why the meshsel only support one mouse button? on: August 01, 2005, 06:55:57 am
Thanks for your simple reply. But I can't understand what you say. Can you tell me the detail.
Can you give me the code? So I can try.

Well it is a mask. So you can do CEL_MOUSE_BUTTON1 | CEL_MOUSE_BUTTON2 to get both mouse buttons.
10  Associate Projects / CEL Discussion / Re: Why the meshsel only support one mouse button? on: August 01, 2005, 03:12:33 am
Maybe!
But I want to make the two button available  at the same time not only change the other one available but the others disable.

ps:I use the  SetMouseButtons() call, but it isn't useful.
Code:
csRef<iPcMeshSelect> pcms = CEL_QUERY_PROPCLASS_ENT (entity_cam, iPcMeshSelect);
 
pcms->SetMouseButtons(CEL_MOUSE_BUTTON2);
 printf("mouse %d!\n",pcms->GetMouseButtons ());

But it print out "mouse 2". But the left mouse button wan't send message, and no effact.

The SetMouseButtons() call will control what buttons have an effect on mesh selection. Check the API docs of iPcMeshSelect.
11  Crystal Space Development / Game Content Creation / Re: Multiple Materials on a SprCal3D mesh on: August 01, 2005, 02:36:24 am
It work will in the miniviewer, but it have may problems in cs. Such as one leg didn't move, and the model's skirt alse didn't move.

Thanks for your answer.


Have you used the miniviewers from cal3d to test your models ?  Are you getting the same results in CS as in the miniviewers ?
12  Crystal Space Development / Game Content Creation / Re: An important question about cal3d? on: August 01, 2005, 02:27:57 am
I did used hand animating my skirt. As you say, But there had alot of problem for me as I described.
Can you test it for me in your module using cs?

It sounds to me like you're using the cloth simulation feature of cal3d.  If you are, that may or may not be supported by CS and is likely to depend on the version of CS you're using and/or how it was built.  I was considering testing this out, but haven't gotten around to it yet.

If you are using the cal3d cloth simulation, one thing you should be aware of is that it will cost you some CPU cycles.  Since CPU is such a valueable resource when it comes to games, I'd consider simply hand animating your skirt.  Whether or not this is important depends a lot on your project.
13  Associate Projects / CEL Discussion / Why the meshsel only support one mouse button? on: July 30, 2005, 07:47:02 am
Hi! all

I had test the meshsel, but only the life mouse button had send event. Maybe it's not good design.
I want to make the two button send event, how can I do?
14  Crystal Space Development / Game Content Creation / An important question about cal3d? on: July 30, 2005, 07:36:50 am
Hi! all

May I ask that if cal3d cab display a model wearing a skirt which can be swinging as the model walking? If can, can it display normally in cel or cs? For I've designed such a model which display normally in cal3d miniviewer, but the skirt doesn't swing in cel or cs.

I've looked up many files, but still can't solve it. I'm looking forward to the answer.

Thanks!
15  Crystal Space Development / Game Content Creation / Re: Multiple Materials on a SprCal3D mesh on: July 30, 2005, 06:49:06 am
I also want to know the answer. But I use the whole picture of my module at last.

There still have some problem for me. Is there some part of your module didn't move? For example, a part of it's leg or a skirt that pertain to the skeleton.
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