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1  Crystal Space Development / Game Content Creation / Re: Skybox (again) on: March 24, 2006, 12:44:53 am
Hallo,
I notice 60 people have read this.
Making a good skybox is key to making realistic looking levels.
So far we have one option which is to use Valve Hammer editor.
This is a bit limiting though, what about people using Blender?
How do you get it lit properly?
How do you get it so it appears always the same distance?
How can you make it look high res?
What parameters and commands are needed to do this using the blender2crystal exporter exactly?
How can we add the type of moving clouds and stuff like in the terraininf example?
Would there be any way of getting animated water relfections and the like?

Please bear in mind I'm not a programmer but a 3d artist and I'm struggling to learn Blender after years on 3dsMax.

If someone could explain to me please how the skybox in terraininf in the 'loader' was made then I would be happy to master it and write a kick ass tutorial in exchange.
I am on #CrystalSpace irc.freenode.net 24/7, if someone cares to msg or chat me then fine or reply here or whatever plz.
I am sure this would help a lot of people.

Now Escorter using Q3 engine, because  nobody helpful there... Sad
2  Crystal Space Development / Support / Re: Walktest suddenly very slow... on: March 22, 2006, 06:45:30 pm
I got: P3 Celeron 1100 mhz, 256 mb RAM, GF4 MX 440 64 mb, XP prof.
Particle demo: 70 fps
Walktest: 40-120 fps
Simple 1: 200 fps
My high mesh test with 40.000 triangle: 60 fps

I using 20 jan 2006 CVS CS with Code::blocks 1.0 + mingw.
My computer is very very old. Tongue
3  Crystal Space Development / Support / Unicode text in CS on: March 19, 2006, 06:03:53 pm
I tried write a message on HUD in my language:

message1.Format ("Árvíztűrő tükörfúrógép.");
g3d->GetDriver2D()->Write(fnt, 5, 5, white, -1, message1);


But I saw that:


How can I writing good this text?
I using CS 2006 jan version, dode::blocks 1.2 + mingw, Lucida Sans unicode font
    
4  Crystal Space Development / General Crystal Space Discussion / Re: Framerate on: March 19, 2006, 01:35:19 pm
I need a constant frame rate because a real camera , has a cte frame rate.
When an 3d engine is used frame rate shifts , wich means the optical flow I have to calculate differs(for my thesis).

U can using the fraps benchamark program. Wink
http://www.fraps.com/
Is free and it making real FPS number to 3D applications.
5  Crystal Space Development / Support / Re: noob help on: March 18, 2006, 02:17:28 am
Well I founded nice CS tutorials:
http://www.stud.uni-karlsruhe.de/~uxsm/roborun/roborun.html#gameidea
http://www.geocities.com/sunshadowgames/cs_tut.html

There is Cs pixmap too. Smiley
I using tga alpha pixmap picture in my hud because CEGUI is slower.
6  Crystal Space Development / Support / Re: Get camera position integer on: March 15, 2006, 11:19:18 pm
Thank u. Wink
7  Crystal Space Development / Support / Get camera position integer on: March 15, 2006, 10:43:16 pm
Hi!

I want to camera position. I know get origin method /csVector3& v_coord = view->GetCamera()->GetTransform ().GetOrigin();/, but this is a vector no integer variable. for example: How can I can query the Z actually camera position number?

I using CS jan 2006 version in windows. Thanks who help me.
8  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: March 14, 2006, 10:01:28 pm
Always will be who prefer or hate: CS, Ogre or some engines. Now, I prefer the CS engine because I working on my game with CS very well. If somebody not prefer free engines, buy payed engine or write private engine. Wink
9  Crystal Space Project Development / Plugins / Re: Audiere sound system on: March 11, 2006, 10:29:54 pm
I must write the audiere plugin or using libs with CS to latest audiere version as soon as possible...
10  Crystal Space Project Development / Plugins / Re: Audiere sound system on: March 06, 2006, 11:54:20 pm
Nobody is working on that. Is Audiere free?

Greetings,

Yes of course. I saw the latest version: feb 13 2006
This system is: free, fast, cross-platform and simple!

http://audiere.sourceforge.net/download.php

"It supports several audio file formats:

    * Ogg Vorbis (requires the vorbisfile libraries)
    * MP3
    * FLAC (requires libFLAC)
    * Speex (requires libspeex)
    * uncompressed WAV
    * AIFF
    * MOD, S3M, XM, IT

It also supports the following output devices or APIs:

    * DirectSound (Windows)
    * WinMM (Windows)
    * OSS (Linux and Cygwin)
    * SGI AL (IRIX)
"
11  Crystal Space Development / Game Content Creation / Re: Blender2crystal: corrupted map on: March 01, 2006, 12:42:20 am
I created a simple level in blender (a plane, a box, a light, a camera). Blender2crystal exported correctly, I get the desired box.zip file. I copy it to the CS Data dir, and try to start the map with the "walktest -map box" command. But WalkTest can't load the level (Couldn't load map file on 'VFS'). What's the problem?
U can the .zip file drag and take on the walktest.exe with ms manager simpletely. Wink
12  Crystal Space Project Development / Plugins / Re: Audiere sound system on: February 19, 2006, 03:47:19 pm
I taked a question and I have ansver for dingobloo:

"I am confused about which sound system you are using, it doen't appear to be the new sound system available in CS. For an example of the useage of the sound system just mentioned you may look in /CS/apps/tests/sndtest/ or alternativley
here:
http://cvs.sourceforge.net/viewcvs.py/crystal/CS/apps/tests/sndtest/"

Can I using different sound system: fmod, audiere etc in CS? Is possible?
If I using differenet sound system I must make the plugin?
13  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: February 14, 2006, 05:37:50 pm
OGRE is a very nice and easy-to-use rendering engine, but if you want to make a game, you need to integrate a sound system, script system, etc. I worked with it, and its a great stuff! The Nebula Device is a professional game engine, but you can't compile it with GNU tools under Windows. I think CS is great, but it has a very annoying "feature": millions of plugin DLLs (the most annoying - why need separate DLLs for Fire, Fountain, and Somke particle system? :S)


Ogre can mesh, texture and bone export only. Cs can bone animation, lightmap, multi shader, emit, hide, skymesh, refelctmask parallax, bump etc. in world file. Wink Very cool. If u want, u using Ogre and u must implement all things etc. in your program. But I click in exporter with CS simpletely. Wink Good luck! Tongue
14  Crystal Space Development / Game Content Creation / Re: A stupid Blender question on: February 12, 2006, 10:33:47 pm
U can using Gimp. U added the alpha channel for black layer and deleting this pixels or u can using mask.
15  Crystal Space Development / Game Content Creation / Re: Ugly mipmaps on: February 12, 2006, 10:06:56 pm
U take this settings for vga driver too.
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