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9008 Posts in 2043 Topics by 8358 Members
Latest Member: Rodgerkline
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166  Crystal Space Development / Game Content Creation / Re: genmesh Model animation on: March 09, 2008, 01:44:57 am
iSkeleton interface, perhaps ?
167  Crystal Space Development / Game Content Creation / Re: How should the tangents and binormals be specified? on: March 09, 2008, 01:37:32 am
You might want to join the IRC channel at #crystalspace @ freenode.net and ask thebolt or res.
I doubt many other people but them would know about that, and I don't think they ever come in this forum...
168  Crystal Space Development / Game Content Creation / Re: SCF Warnings, unreleased instances on: March 09, 2008, 01:35:10 am
You're not necessarily doing something wrong, even apps provided with CS exhibit "unreleased instances" messages.
As for solving them, I'm not sure what the solution is...
169  Crystal Space Development / Game Content Creation / Re: some nif file format questions on: March 09, 2008, 01:33:00 am
CS doesn't support .nif format.
Mentions of it pops from time to time on CS mailing list, which you can check at http://search.gmane.org/search.php?group=gmane.comp.graphics.crystalspace.general&query=nif
As for libraries or tools, I don't know. Maybe check the discussion threads, and search the Interwebs...
170  Crystal Space Development / Support / Re: Noob question - demodata.zip on: March 09, 2008, 12:07:10 am
AFAIK, at some point, demodata.zip was lost, and something still has to be done about that, like updating an old version or removing csdemo...
171  Crystal Space Development / Support / Re: missing zlib.h on: March 09, 2008, 12:04:55 am
There should be no need of special fiddlings, and no build target should fail.
If zlib stuff was not found at first, you probably did something wrong when setting up your environment to build CS.
Try restarting cleanly from scratch, scrupulously following the manual instructions.
If needed, try getting some help on the IRC channel, #crystalspace @ freenode.net
172  Associate Projects / CEL Discussion / Re: creating terrain on: February 23, 2008, 10:03:05 pm
Using blender2crystal it should be possible to export a terrain created in blender (there are blender plugins to do that).
See http://b2cs.delcorp.org/index.php/Examples, there are a few "terrain" examples there.
One can also study/copy one the CS/data/terrain?/ map and go from there, but that's not ideal.
I believe the heightmapgen tool found in CS creates heightmap and required stuff from a regular mesh.
Finally, there's the basemapgen which is quite useful to generate the basemap (texture as seen from great distance) for a terrain,
based on the materials from the material map.

The prefered way is indeed the Blender & blender2crystal way. This allows easy modifications.
173  Associate Projects / CEL Discussion / Re: How to switch camera & input between multiple actors? on: February 23, 2008, 09:45:41 pm
For the input part i can check in the SendMessage method of the "PlayerBehavior class" to only update the actor position if the actor is "active". Not very elegant but it should work. A nicer solution would be to disable the "pccommandinput" propertyclass so that no kb-events will be sent to this entity. Can this be done?

  iPcCommandInput::Activate(false) should do what you want.

The camera is something that is now only controlled by the cel-part, i can switch between the several camera modes,using the "m" keybinding of the pcdefaultcamera propertyclass, i didn't have to code anything for this  (which is great). I don't know however how to connect my view to 1 particular camera (belonging 1 particular actor).

   mmm. Interesting question.
I think one way could be to have only one pccamera attached to a "central" or "manager" entity (whatever, not one per player entity),
and use iPcDefaultCamera::SetFollowEntity(iCelEntity *entity). Assuming you use default camera...
174  Crystal Space Development / Game Content Creation / Re: standard and diffuse on: February 23, 2008, 06:52:48 pm
This page http://vaalnor.mine.nu/psdoc/?q=node/48 may shed some light (sic) on the subject...
175  Crystal Space Development / Support / Re: what is the meaning of the tag "ww,wv" in portal? on: February 23, 2008, 06:46:42 pm
Hello,

  <ww> and <wv> are used to define "space warping" portals. Few people know about those...
Since your question is interesting and deserves an answer, I asked on the IRC channel (#crystalspace @ chat.freenode.net)
Here's the discussion which I hope will help you using portals...
Hopefully Jorrit will reply in this thread, giving a definite answer smiley

<vknecht> anyone good with space warping portals ? smiley
<thebolt> no
<thebolt> thats an impossible combination Wink
<vknecht> perhaps you're not good, but know the basis ?
<Xordan> Nobody in the world undecided
<thebolt> vknecht: yea, i think i do at least
<vknecht> there are 2 vectors involved in warping ? "before" and "after" ?
<vknecht> http://rafb.net/p/whOtS540.html
<thebolt> yea, technically only one vector is needed, but two makes it a bit easier to specify "by hand"
<vknecht> I guess ww is the optional one ?
<thebolt> technically at least either is optional ,)
<vknecht> mmm, ok
<thebolt> but that before=after is a bit suspicious.. not 100% sure what its supposed to do
<vknecht> the x, y, and z given to ww and/or wv are absolute coords, the destination position in destination sector ?
<thebolt> no
<thebolt> say you have a point in sector A (which i think is the target sector)
<thebolt> call its coordinate P
<thebolt> then to get the position in another sector you offset it by before (ww), rotate by the matrix and then offset result with after (wv?)
<thebolt> so P' = wv + M*(P+ww)
<thebolt> or i think thats how its defined
<thebolt> internally its moved around so you only store one vector + matrix
<thebolt> (the expression above can be rewritten as P' = (wv + M*ww) + M*P ..)
<vknecht> I see in flarge that some portals don't have a matrix; what does it mean ? identity matrix or 0 is used ? (incidentally, it seems that those which have no matrix don't set wv)
<thebolt> identity
<thebolt> so no rotation
<thebolt> and if you ahve no rotation then there is no need to specify both ww and wv
<vknecht> ok
176  Crystal Space Development / Support / Re: Rotate CEL Entity by Mousespeed on: February 23, 2008, 05:49:17 pm
if figured out, how CEL works. I bind a key to a message and everytime the key is pressed or released, the entity gets the specific message.
Works good with keys. I have done well with adding new keys and functions. But what do I have to do to rotate eg. the x-axis by the mouse x speed?
Hello,
  note you can also get messages on mouse moves (bind MouseX and/or MouseY), and you should get X and/or Y value in the parameter block.
I don't fully understand the rest, nor do I really know about actormove, so... good luck wink
177  Crystal Space Development / Support / Re: Walktut Entities on: February 23, 2008, 05:24:21 pm
Unfortuenately cally doesn't want to walk, when initializing her that way. The model is just standing still and then by a magic hand moved through the environment.
Hello,
  for the Cal3D animation to be started, you'd have to use iPcMesh::SetAnimation() for that mesh.

My goal is to create between 0 to 10 cally-models and give them coordinates in a XML file, so that anyone can change the number and the paths of these models without having to rebuild the C++ code. Is there an example somewhere or any way to reach this goal faster than my approach?

  One way would be to put the call entity definition in an entity template, with path and coordinates as template parameters.
Then, either:
  • Move creation of the entites in a XMLScript or Python file, so the number of entities to spawn is easily changeable
  • Modify the C++ code to use a config file where a key-value pair indicates the number of entities to spawn
178  Crystal Space Development / Support / Re: CEL - console doesnt show up on: February 23, 2008, 05:10:25 pm
Hello !

  I think it's a problem with the celconsole.
For an ugly and incorrect workaround, modify plugins/tools/celconsole/celconsole.cpp near line 647,
so that it looks like:

  else if (ev.Name == csevFrame (name_reg))
  {
    GetPL ();
    if (conout->GetVisible ())
    {
      g3d->BeginDraw (CSDRAW_2DGRAPHICS);
      conout->Draw2D (0);
      g3d->BeginDraw (CSDRAW_3DGRAPHICS);
      conout->Draw3D (0);
      g3d->Print(0); // Add this line
    }
  }

It flickers a lot, but will allow you to see and use the console until the problem is properly fixed.
I have opened a CEL bug ticket for that issue.
179  Crystal Space Development / General Crystal Space Discussion / Re: visual c++ 2008 on: February 23, 2008, 03:00:51 pm
Using recent CS 1.3/trunk from subversion, yes. Use CS/mk/msvc9/ project files.
1.2 has no support for MSVC 9/2008, though.
180  Crystal Space Development / Support / Re: Install Trouble - Subversion (Warning: Idiot) on: October 06, 2007, 01:09:28 pm
Hello,

  were you finally able to get your files with subversion ?
Here's a page about using subversion to get CS: http://www.crystalspace3d.org/main/Subversion
1.2 was released just a few days ago, so you could also just get the source archive at:
http://www.crystalspace3d.org/downloads/release/?C=M;O=D
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