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1681
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Crystal Space Development / Support / Reuse cached lighting after touching the world file?
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on: June 29, 2005, 03:07:38 pm
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Is the -relight option recalculation only for changed objects? This would ofcourse help me much with that big scene...
Regards, Carsten I'm afraid not. There are a few options you have to speed up lighting though. You could add -lightqual=1 which will slightly reduce quality and speed up the algorithm. Also you can use 32 or 64 for lightmapsize instead of the default 16. That will also improve lighting speed but with less detailed lightmaps. During development this might be useful to do. Greetings,
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1682
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Crystal Space Development / Support / Re: Reuse cached lighting after touching the world file?
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on: June 29, 2005, 02:23:17 pm
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Hi,
finally after using 2.7GBytes of memory and maybe 1 hour CPU time I have a scene which is lightmapped very well. However, I want to change (Blender) some small things in the scene, then export and reuse the cached lightmaps. But somehow walktest refuses to use the old cache. I think it should be possible to reuse such light-cache if I dont´t add objects or similar.
Is there a trick to trick walktest? I also tried to put the cache into a ip, only changed the world-file in a old zip etc. but with no luck.
Regards, Carsten Hmm... If the changes are only minor it should be possible to reuse the cache. The changed objects will not have correct lighting but otherwise it should work. What kind of changes did you do? Did you change names of the objects or sectors perhaps? Greetings,
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1685
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Crystal Space Development / Game Content Creation / Re: Casting static shadows
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on: June 29, 2005, 12:22:09 pm
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Hi, I'm quite new to CS and I have this quiestion: I use Blender and blender2cs to create level and walktest for checkout. The scene is affected by lights but there aro no shadows which should by casted by objects which stands between lights and walls. What should I do to make this effect?
Thanks, PJ Hmm... You did -relight on the map? Greetings,
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1686
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Crystal Space Development / Game Content Creation / Re: Model file format
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on: June 29, 2005, 12:21:25 pm
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This probably sounds like a stupid question, that is really easy to find the answer to, but i've looked and cant find it anywhere... So herre it is: What file format do crystal-space models use? is it .3ds, .max, .x or .obj, something else? i dont know, and I cant seem to find the answer anywhere  Crystal Space has its own format. There are several tools to convert Blender, 3dsMax or other formats to CS. Greetings,
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1687
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Crystal Space Development / Game Content Creation / Re: Getting closer...
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on: June 29, 2005, 12:17:52 pm
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I figured out that I needed to do the UV face select, and assign a texture to each face for the materialMap, and Vertex paint for the baseMap, but now i'm getting warnings.
blend2cs warns for each (x,y) that it can't find geometry for heightmap. If i have a terrain_resoultion of say, 16, it produces 16*16 warnings.
Do I need to do more to my plane mesh in Blender? I'm a little lost... Can I see the .blend file? You can email it to jorrit.tyberghein@gmail.comGreetings,
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1688
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Crystal Space Development / Support / Re: simple2 tutorial error
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on: June 29, 2005, 12:15:26 pm
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hi!
im doing the tutorials and when i run simple2.exe i have a fatal error:
crystalspace.vfscachemgr.createfile: Could not create file 'spr3dlod/64f31...../0' in VFS dir '/cache'
then program runs but the sprite doesn´t work correctly. I have the problem with my simple2 code and with the crystalspace simple2.exe program.
what can i do? any suggestion? That warning is no problem. You can ignore it. In what case doesn't the sprite work correctly? Greetings,
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1689
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Crystal Space Development / Support / Collision Detection - What's going wrong here?
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on: June 29, 2005, 11:42:15 am
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Well, I researched a little, and the only function that I found that specifically moves an mesh is implemented in class iMovable. My question now is, how can I reach an iMovable object from an iCollider (or an csPolygonMeshBox)  I didn't see any connections between these two... Thanks in advance You can't. Why would you need to do that? Greetings,
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1690
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Crystal Space Development / Support / wierd behaviour
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on: June 29, 2005, 11:41:13 am
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It is possible teapot.lib is not correctly installed. I recommend not to install CS at all. Instead just run it from where you compiled it. That's best.
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1691
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Crystal Space Development / Support / Re: deploying meshes
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on: June 29, 2005, 11:38:10 am
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Hi,
can anyone help me in explaining how i can deploy a mesh in a map. I mean an enemy for example, i have my own character that can walk around, but i want it of course to attack something. Is there anyone willing to explain this to me? I already have an enemy cal3d model ready.
Thanks. One way to do that is to use a key value pair in the map like this: <key name="enemy_pos" location="x,y,z" type="myuglybastard" /> In code you can then iterate over these keys and create your own entities there. Another way is to use the <node> system. The nice thing about this is that it is supported by blend2cs. Just create an 'empty' object in Blender and it will be exported as a node. Greetings,
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1692
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Crystal Space Development / General Crystal Space Discussion / Re: Any ray/line intersection function?
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on: June 29, 2005, 11:33:03 am
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Hello there, ....But I had a question... I have made some code already in another engine. I got as far as using an algorythm to "probe" the terrain to store info for pathfinding. This code uses an API function in that other engine which basically scans for a collision with a "line" through 3d space. This returns the collision point of the first collision it encounters, and then I use that info to store for my pathfinding/AI.... ...Problem is, I have not seen something like this yet- maybe I am missing something? Does such a function exist? Thanks!  Check out iSector->HitBeam or csColliderHelper::TraceBeam. The last one is faster but it is based on collision detection information and not the real model. Greetings,
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