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9020 Posts in 2053 Topics by 8578 Members
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31  Crystal Space Development / Support / Re: Can't load "crystalspace.kernel.vfs" on CygWin on: November 22, 2005, 11:25:07 pm
Well, from my cygwin experience, it creates a root in the cygwin folder, often c:\cygwin.  So, it would be like normal directories on a UNIX filesystem.  If you have it in your home, the filesystem path of the dir would be c:\cygwin\home\you\CS, or /home/you/CS from inside cygwin, but if you made a folder in the root of cygwin, it would be something like you were doing: /cs/CS, if cs is a folder inside c:\cygwin
32  Miscellaneous / Article/Tutorial Requests / Re: Tutorial Request: Application Specific Configuration File Usage on: November 18, 2005, 07:27:12 am
Hey no problem, glad to see it worked Smiley
33  Associate Projects / CEL Discussion / Re: Sticking to position on: November 15, 2005, 11:47:49 pm
What is the best way to get the transform of the camera and apply it to a mesh, including rotation and all that good stuff?  And are you saying that I should still keep the actormove, but have no mesh for it, and then update the independent model when the camera changes? 
Thanks.
34  Associate Projects / CEL Discussion / Re: Sticking to position on: November 15, 2005, 03:14:07 am
Are you saying I should make the weapon the mesh for the actormove?  That seems like a good idea, I really don't know why I didn't think of something like that.  However, in first person view, isn't the actor mesh invisible?  Do you have a way I could do this if I just deal with the weapon and nothing else?  Thanks.
35  Associate Projects / CEL Discussion / Re: Sticking to position on: November 14, 2005, 03:29:08 am
Thanks for the reply.  How could you add lighting effects to make it look 3d?  I happened to be playing quake today and if you set the FOV to something really high, you see the object and arms stick out there but it has lighting effects as if it's 3d.  Is there somewhere I could look to learn how to use 2d sprites that stick in that position relative to the window rather than anything 3d?  Thanks.
36  Associate Projects / CEL Discussion / Re: Sticking to position on: November 13, 2005, 07:08:54 pm
Okay, think of a first person shooter game, like half-life, where the gun is positioned in the corner of the screen and stays there.  I want to achieve that.  Am I going about it the wrong way?  Could I do it orthagonally and keep the position 2d?  Basically, I am confused with all this and am trying to find ways that seem like they work. 

Thanks.
37  Associate Projects / CEL Discussion / Re: Sticking to position on: November 13, 2005, 06:31:06 pm
What I am trying to do is first, as you suggested, make the weapon mesh a child of the parent, so all transforms will be relative.  Then, get the transform of the camera and apply it to the child mesh (to attempt to get yaw and pitch).  However, this doesn't seem to keep the object with the parent, so I added the linearmovement->SetFullPosition to set the position of the object relative to the parent.  That keeps the object with the parent, and the weapon rotates around (I offset the vectors to stick it infront of the parent) the parent) but it does not angle up or down and it spins around way too quickly so I only see the child in a few positions and rotations of the parent.  Am I not doing this right?  Thanks. 
38  Miscellaneous / Article/Tutorial Requests / Re: Tutorial Request: Application Specific Configuration File Usage on: November 13, 2005, 08:13:37 am
Assuming a subclass of csApplicationFramework (for the ReportError)
Code:
        if (!csInitializer::SetupConfigManager (objectRegistry, "/programmount/config.cfg"))
        {
            return ReportError("Unable to init app!");
        } 
That will load a configuration file for your application.  The /programmount/ is a vfs mount point for your application that you put in the file vfs.cfg in the folder of your project.  It might contain something like this (this is an added line in a copy of the default CS vfs.cfg file):
Code:
VFS.Mount.programmount = $*programmountfolder$/
Where the VFS mount is /programmount/ and the actual filesystem name of that directory is programmountfolder. 
Good Luck!
39  Associate Projects / CEL Discussion / Re: Sticking to position on: November 13, 2005, 04:49:42 am
Thanks.  This is what I have so far, and it doesn't seem to be working well:
First, I add the weapon mesh as a child of the parent:
Code:
sourceMesh->GetMesh()->GetChildren()->Add(pcmesh->GetMesh());
And to update the position of the object:
Code:
        cameraTrans = pccamera->GetCamera()->GetTransform();
        iMovable *m = pcmesh->GetMesh()->GetMovable();
        m->Transform(cameraTrans.GetT2O());
        m->UpdateMove();
which seems to do nothing, so I add:
Code:
pclin->SetFullPosition(cameraTrans.This2OtherRelative(csVector3(0.0f, 2.0f, -2.0f)), PI, sourceMesh->GetMesh()->GetMovable()->GetSectors()->Get(0));
and it rotates around way too quickly and doesn't stick with the camera...Maybe I am confused with all this "Other" space stuff, but I am really stumped.  This is kind of killing my project.  Any suggestions?  Thanks.
40  Associate Projects / CEL Discussion / Re: Sticking to position on: November 11, 2005, 11:46:20 pm
Thanks for the reply.  Actually, I am having no problem keeping the weapon at the same position as the object as the title of this post might suggest.  The problem is rotating with the camera and the actor move and whatever is taking control of the rotation of the object in first person mode.  Basically, I am going for the first person view, with the gun stuck in the middle of the view
41  Crystal Space Development / General Crystal Space Discussion / Re: I am having problems on: November 06, 2005, 03:34:39 am
you need to install gcc and g++ in cygwin.  Run the cygwin setup exe again so you can chose the packages...
42  Associate Projects / CEL Discussion / Re: Sticking to position on: November 06, 2005, 12:36:24 am
Jorrit, I am still having some very bad problems with this.

I did the parent thing and the rotations are getting a little better.  So far, I can have the object rotate and point  in the same horizontal direction as my object and stick to its position, but I still cannot get any real camera view transformations, and this is with third person view and my game is first person.  Basically, I want to have my object look in the same direction as my camera and actor when in first person mode, and I want to be able to rotate the weapon around the actor.  I am considering not using a weapon and just shooting out objects, but even then, I can't make the objects shoot in the direction the camera and actor are looking (I say camera and actor because from what I know, the pccamera allows pitch movement, but the actor takes over the yaw?).  I am also a little confused about the 'this', 'other' and 'relative' transformations. 

Do you have any suggestions?  Thank you so much. 
43  Associate Projects / CEL Discussion / Re: Mouselook in CEL achieved on: October 26, 2005, 06:27:43 pm
Now, try holding down a movment key, then shift, then let go of the movement, but keep shift down, then let go of shift.  Are you still moving?  That's the problem I am having, even with your code.  Perhaps it's a bug in CEL, or it's a bug in my code, either way, it's not good.
44  Associate Projects / CEL Discussion / Re: Mouselook in CEL achieved on: October 25, 2005, 09:54:01 pm
Oh, finding those is a real pain.  From what I remember, there aren't very many different types (like axis, mouse, etc), but you would want to look at the input source file and look for the strings.  You can look at the file on CVS here:
http://cvs.sourceforge.net/viewcvs.py/cel/cel/plugins/propclass/input/inpfact.cpp?rev=1.31&view=markup

And I think doing mouse stuff in the message function is okay, but I am having a horrible time with key messages.  For example, when you hold down shift to run and w for forward, if you don't let them go in the right order, you keep moving forward with no keys down.  Even with up and down messages being caught...Hmm...
45  Associate Projects / CEL Discussion / Re: Mouselook in CEL achieved on: October 25, 2005, 06:24:37 am
Hey no problem, just trying to share my experiences.

Here is actually what I have come to use (with not a ton of testing) for the various values and what not.  The problem is that the yaw and pitch are two separate things (actor, camera), so one must apply different values where necessary:

Code:
        else if (msg_id == id_pccommandinput_yaw)
        {
            if(ret.value.f > 0) {
                float s = pcactormove->GetRotationSpeed();
                pcactormove->SetRotationSpeed(ret.value.f*70);
                pcactormove->RotateRight(true);
                pcactormove->RotateLeft(false);
                pcactormove->SetRotationSpeed(s);
            } else if(ret.value.f < 0) {
                float s = pcactormove->GetRotationSpeed();
                pcactormove->SetRotationSpeed(-ret.value.f*70);
                pcactormove->RotateLeft(true);
                pcactormove->RotateRight(false);
                pcactormove->SetRotationSpeed(s);
            } else {
                float s = pcactormove->GetRotationSpeed();
                pcactormove->SetRotationSpeed(0);
                pcactormove->RotateRight(false);
                pcactormove->RotateLeft(false);
               
            }
        }
        else if (msg_id == id_pccommandinput_pitch)
        {

            pccamera->MovePitch(-ret.value.f*0.6f);
        }

So far these values are acceptable.
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