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Crystal Space Development / Support / Re: blender exporter export cs mesh comes with smooth surface by default?"
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on: March 08, 2012, 05:00:44 pm
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This problem is probably due to the vertices on 'hard edges' not being duplicated by the export script. That is, the 'smooth' options within Blender will define if the normal on a given vertex should be smoothed accross all faces sharing the vertex, or if the vertex should be duplicated in order to have a different normal on each face.
Anthony has changed the script in order to align its behavior on the one from Blender. The patch is either in trunk and in the 2.0 branch since r37725. Could you try it and report if the problem is fixed?
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Crystal Space Development / Support / Re: Create a Billboard
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on: September 09, 2011, 04:44:24 pm
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You can find a concrete example of code in the XML loader of the sprite 2D mesh, ie in plugins/mesh/spr2d/persist/standard/spr2dldr.cpp, in csSprite2DFactoryLoader::Parse(). The process is basically the same for all type of meshes in CS: You must first get an access to the plugin of the sprite 2D mesh: csRef<iMeshObjectType> type = csLoadPluginCheck<iMeshObjectType> (object_reg, "crystalspace.mesh.object.sprite.2d", false); Then you create a factory for the mesh: csRef<iMeshObjectFactory> factory (type->NewFactory ()); In order to setup the factory, you get an access to the iSprite2DFactoryState interface: csRef<iSprite2DFactoryState> spr2dLook (scfQueryInterface<iSprite2DFactoryState> (factory)); Then you setup the vertices and other parameters of your factory through that last interface. The sprite 2D mesh implements also the iParticle interface, you can grab a pointer to this interface and setup its parameters in the same way. Once this is done, you can now create instances of meshes, and personalize them if needed: csRef<iMeshObject> mesh = factory->NewInstance ();
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4
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Crystal Space Development / Support / Re: Create a Billboard
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on: September 02, 2011, 03:41:46 pm
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Basically, you would need: - create a iPen. - setup the pen's properties, by calling eg SetColor, SetMixMode, SetPenWidth - at each frame, after having drawn the 3D scene (using iView::Draw ()), draw something using the pen's DrawLine/DrawPoint/etc
And of course, don't forget to delete your pen when you don't need it anymore. You can do this: - either by using an explicit delete on your csPen* - or by using a CS smart pointer to keep a reference to your object (which is the recommended way): csRef<iPen> pen; pen.AttachNew (new csPen (...));
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5
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Crystal Space Development / Support / Re: Create a Billboard
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on: September 02, 2011, 03:36:36 pm
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But how I draw a texture with csPen ? I can't find a tutorial about it.
There is effectively no demo about that in CS, but you may find an example of usage in the Ares Project, see eg here. Basically, you would need: - create a iPen. This can be made eg through: csPen* pen = new csPen (...); - setup the pen's properties, by calling eg SetColor, SetMixMode, SetPenWidth - at each frame, after having drawn the 3D scene (using iView::Draw ()), draw something using the pen's DrawLine/DrawPoint/etc
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6
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Crystal Space Development / Support / Re: Create a Billboard
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on: August 25, 2011, 05:25:10 pm
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If you are talking about the CS logo in the walktest application, then it is a 2D image which is displayed after the 3D view. This is made using csPixmap::Draw(), see the code in CS/apps/walktest/walktest.cpp, in the method WalkTest::DrawFrame2D().
If you are talking about 2D objects that are placed inside the 3D scene (therefore occluded like any other 3D object), then you may use eg a csPen.
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Crystal Space Development / Support / Re: Can't read a blender model - what to do?
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on: August 20, 2011, 02:53:07 pm
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I used the 1.4 stable download, that didn't contain the file you described.
I was talking of the 2.0 version, this is the recommended version to use now, even if it has not yet been officially released. The 2.0 features more advanced splatting and foliage functionalities for the terrains.
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Crystal Space Development / Support / Re: Can't read a blender model - what to do?
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on: August 12, 2011, 04:56:06 pm
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To export your model from the Blender 2.5x series, then the simpler is to use the B2.5CS exporter from Peragro Tempus. This should avoid you to have to deal with separate and manually defined materials. If you really want to add manually some material, then the simpler is to define it through XML, just like most of the example models in CS/data. See eg in CS/data/krystal/krystal.xml. About the last code you posted, AFAICS you seem to create correctly the material and set the shader, but you don't associate the texture to the material, and you don't set the material to the mesh, so the mesh will clearly be kept black. does the project contain an example xml world file that uses the terrain2 engine?
Most scenes in the CS/data/terrainXX series use terrain2 and are such examples (along with foliage examples etc). There is also the CS/data/terrainpnp.zip and CS/data/island scenes.
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Crystal Space Development / Support / Re: Blender 2.5 exporter?
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on: August 12, 2011, 04:53:52 pm
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Despite all the functionalities of blender2crystal, it is stuck to Blender 2.49b and will probably hibernate there forever. If you want to use the Blender 2.5x series, then you would need to switch to the B2.5CS exporter from Peragro Tempus (but it's still lacking the support of animeshes).
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Crystal Space Development / General Crystal Space Discussion / Re: Is Crystal Space dying?
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on: July 18, 2011, 12:35:46 pm
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Based on the Contribute page, do I really need to provide a few new issues first? I've been around the forum long enough that I think I should seem rather harmless.
This protection is not only against harmful behaviors, but also because there are many things to know before comitting to the repository, and most people won't likely do it correctly. To start contributing, you can either: - create an account on the CS tracker and create some tickets for some patches to be committed, or - contact an administrator to ask for a developer access and discuss with him before committing your first changes (I've send you a personal email for that case)
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11
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Crystal Space Development / Support / Re: Terrain & splatting texture
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on: July 07, 2011, 05:22:18 pm
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Hello, I would like to start by rendering a terrain. I know how to make my own heightmap, I know how to create textures. I don't know how to associate a terrain with several textures.
You can have a look at the examples in CS/data/terrainXXX (terrainf is probably the most interesting). You can also use some terrain editors, such as PnP TerrainCreator or l3dt. n.b. : I was on the blender2crystal website. Guys, you MUST absolutely change the main page
blender2crystal is currently no more active. It will probably be replaced by the B2.5CS script from Peragro Tempusn.b.3. : On the main page you have a small box with "Past events", they are very old, sound better for me to remove them, because I ask my self if CS isn't a dead project.
You are not the first to tell it, we should definitively do something about that 
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12
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Crystal Space Development / Support / Re: Generic error, make on OSX
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on: July 07, 2011, 05:14:22 pm
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Maybe this one is prerequisite to one or more of the others.
Yes this is the file that prevents the main CS library to be compiled. This problem has apparently been fixed in the revision 33854, which has been merged in the 1.4 branch in revision 34876. So you should use the 1.4 branch from the svn which is more up to date than the official 1.4 release (the branch is here). Alternatively, you can also give a try to the 2.0 branch.
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14
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Crystal Space Development / General Crystal Space Discussion / Re: Is Crystal Space dying?
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on: July 07, 2011, 04:57:44 pm
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One more thing, how is CS 2.0 coming along? Is there a release date? (excited). I could also help with documentation if needed. I don't know everything, and we should probably wait for 2.0 stable, but I know some things currently in the doc. are out of date (e.g., the VSC++ sections are not in line with 2010, but that's kind of minor)
There are no real obstruction left for releasing a 2.0 candidate, so it will probably be really close to the actual state of the 2.0 branch (at http://crystalspace3d.org/trac/CS/browser/CS/branches/release/V2.0). Contributions to the manual are welcome, even if it is only some small fixes.
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