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Crystal Space Development / Support / Re: All Programs output distorted on certain angles
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on: November 23, 2010, 10:49:27 am
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Hello,
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 chat.freenode.net 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.
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Crystal Space Development / Game Content Creation / Re: Work with height map
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on: February 07, 2010, 12:08:54 pm
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Hello,
I can't answer about 3DSMax exporter specific questions, for that you could come in IRC channel #crystalspace @ chat.freenode.net 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).
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Crystal Space Development / Support / Re: Texture Display and/or Compression Question
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on: August 11, 2009, 03:23:17 pm
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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.
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Crystal Space Development / Support / Re: genmesh animation
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on: August 11, 2009, 03:17:24 pm
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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/createproject.sh so that you have a complete project structure, then change the code so it behaves as isotest, if that's what you want.
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