Crystal Space
Welcome, Guest. Please login or register.
June 27, 2016, 10:52:33 am

Login with username, password and session length
Search:     Advanced search
9086 Posts in 2093 Topics by 22095 Members
Latest Member: Sinaodsz
* Home Help Search Login Register
  Show Posts
Pages: [1] 2 3 ... 13
1  Crystal Space Development / Support / Re: Crystal Space into a Qt interface on: November 23, 2010, 12:59:51 pm

  it's quite a bit late, but there was some work done about a Qt4 canvas,
which you can find in CSExtra SVN repository :
I've no idea how advanced it is, whether it's working or not...
2  Crystal Space Development / Support / Re: Could not load the sprite.cal3d mesh object plugin! on: November 23, 2010, 12:48:21 pm

  which CS, compiler and cswinlibs package versions do you use ?
3  Associate Projects / CrystalBlend Discussion / Re: Blender2Crystal problem with quests on: November 23, 2010, 11:07:22 am

  which CS/CEL version are you using ?
I guess that by "quest manager" you mean some Blender/b2cs user interface.
If so, which Blender & b2cs versions/revision ?

4  Crystal Space Development / Support / Re: All Programs output distorted on certain angles on: November 23, 2010, 10:49:27 am

  about the graphic glitches, it may well be due to the generally poor quality of
Intel graphic cards or driver. I'd suggest you to show this post with pictures
to people (especially res/res2k) in the #crystalspace IRC channel on server.
Maybe that's fixeable, but that will require quite some follow-ups with people in the know
(eg. debug shaders, using tools like buGLe, ...)

For the Java related errors, it may be due to your Swig versions being too recent.
You could either try using Swig 1.3.33 or maybe 1.3.36, or disable it,
so that the pre-generated files (present in CS source) are used.
5  Crystal Space Development / Game Content Creation / Re: Work with height map on: February 07, 2010, 12:08:54 pm

  I can't answer about 3DSMax exporter specific questions, for that you could
come in IRC channel #crystalspace @ and ask there,
or in Planeshit specific channel since I know at least some of them use that.
Are you modeling for Planeshift ?

heightmapgen is a tool to create a terrain mesh using terrain plugin from a
"normal mesh", that is, if you created the "ground" or world using genmesh.

The basemapgen tool will create an image using the materials in the palette
which is to be used as the base image, the one used as a texture when you're far away.

NR is "new renderer", OR is "old renderer".
It's been a while since CS only has the new renderer (0.98 or 1.0).
6  Crystal Space Development / Support / Re: problem running python tutorial with crystalspace 1.4 on: February 07, 2010, 11:50:51 am

  afaik Swig 1.3.33 is the best choice.
Maybe some newer version like 1.3.39 or 1.3.40 works too, but I haven't checked yet.
7  Crystal Space Development / Support / Re: A small CEGUI problem on: February 07, 2010, 11:44:49 am

  that's an interesting issue...
Can you create a bug ticket in CS Trac for it ?
Just use the same login/password as the forum to "log in".
Be sure to provide version informations about CS, CEGUI etc.
8  Crystal Space Development / Support / Re: java scripting plugin on: February 07, 2010, 11:37:10 am

  I don't think you can use the Java bindings that way (from C++), but I may be mistaken since I don't really know iScript.
AFAIK it's only meant to use CS from pure Java programs.
9  Crystal Space Development / Support / Re: Texture Display and/or Compression Question on: August 11, 2009, 03:23:17 pm
I think simple pixmaps are 2D operations only, so it would almost always draw on top of 3D stuff.
One way to do that, would be to create a 3D mesh/plane with "camera" flag,
so it's always drawn at constant distance of the camera (like skyboxes, but possibly position-adjusted every frame),
and apply a material created from a texture which has the "nocompress" tex class.
10  Crystal Space Development / Support / Re: genmesh animation on: August 11, 2009, 03:17:24 pm
Sure, that should be possible.
However, if you just change isotest to accomodate your own mesh,
you'll have to make sure you export your mesh to be of the same type,
or possibly change the code a bit.
I recommend you to use CS/scripts/jamtemplate/ so that
you have a complete project structure, then change the code so it behaves
as isotest, if that's what you want.
11  Crystal Space Development / Support / Re: Problems with walktest -relight on: August 11, 2009, 03:13:46 pm
mmm, it's quite possible these problems have been fixed after 1.2.1 release.
Since there's no change planned in 1.2.x anymore, can you try with 1.4 branch,
or one of the 1.4.0 release candidates ?
12  Miscellaneous / Article/Tutorial Requests / Re: Java Tutorial on: August 06, 2009, 12:05:38 pm

  there's the CS/scripts/java/ example,
as well as associated page in the manual.
13  Crystal Space Development / Support / Re: pure virtual method called on: August 06, 2009, 12:01:59 pm
Can you attach an archive with code & data so we can try to reproduce that ?
Also, which CS & CEL version/revision do you use ?
14  Crystal Space Development / Support / Re: Need help getting CEL to work - get CEL physical layer missing with examples on: August 06, 2009, 11:56:29 am

  my advice:
uninstall all (hand-installed CS & CEL, gentoo ebuilds, ...).
Then, build CS & CEL from source (try using at least 1.4 release candidate or SVN branch)
but don't install them, just use them from their source/build directory.
Set CRYSTAL & CEL environment variables, then export LD_LIBRARY_PATH=$CRYSTAL:$CEL:$LD_LIBRARY_PATH
and you're set.
15  Crystal Space Development / Support / Re: crystal space insallation help for windows on: August 06, 2009, 11:51:42 am
Depending on your OS & compiler, "installing" CS (in fact, avoid installing, just build it)
can be as simple as "./configure && jam".

Pages: [1] 2 3 ... 13
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 1.221 seconds with 14 queries.