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1696  Crystal Space Development / General Crystal Space Discussion / Re: Unique 3d models. Absolutely free-of-charge. on: June 29, 2005, 11:31:27 am
Quote from: Administrator!

"Vicente Zaragoza S.A."- 3d Collection
"Silik S.A."- 3d Collection
"Melissa" - 3d Collection
and more, more, more 3d objects free-of-charge

What is the format of these models?

1697  Crystal Space Development / General Crystal Space Discussion / Re: 3D RTS with CrystalSpace on: June 29, 2005, 11:30:43 am
Quote from: RexTroianus
Hello guys,

What do you think about using CrystalSpace for making an 3D RTS game? Is that ok or CrystalSpace is not good for an RTS?


Should work fine.

1698  Crystal Space Development / General Crystal Space Discussion / FED UP WITH TRYING TO COMPILE CRYSTAL CORE !!!!!!!! on: June 29, 2005, 11:29:48 am
Quote from: Tony
Nothing happens with any of those, is the folder name suppose to be CRYSTAL ? Because the name of the folder is C:\CS\CS

Please tell me what to do if it's not the answer.

The folder must not be named CRYSTAL. You should set an environment variable (in your system configuration panel) which is called CRYSTAL and has the value C:\CS\CS

1699  Crystal Space Development / General Crystal Space Discussion / Re: Is it legal? on: June 29, 2005, 11:28:18 am
Quote from: Beasty
Are we allowed to use WorldCraft/Hammer Editor for our own projects? Isn't it the property of Valve and you are only allowed to use it for the creation of Half-Life modifications? I think it's a great idea that Crystal Space 3D is similar to the Half-Life engine, and Crystal Space 3D is really awesome. I have Half-Life and the SDK (Software Development Kit), but are we really allowed to use Hammer for our own projects? And can Hammer 4.0 maps be converted to Crystal Space 3D map formats?


I *think* it is legal but I'm not 100% sure. Personally I recommend Blender for map editing though. It is a lot more powerful then WorldCraft/Hammer Editor and it is also better supported by Crystal Space.

1700  Associate Projects / CEL Discussion / CEL for VC7 on: March 30, 2005, 08:42:16 pm
Quote from: jomunoz
So, ┬┐Is a version of C.E.L that match the Crystal Space 0.98rc004? or is there a CVS relase of Crystal space and CEL stable enought.

There is a 0.98 cel release too that you can download from

1701  Crystal Space Development / Support / Walktest Terrain Problem on: March 30, 2005, 07:01:33 pm
Quote from: Il_Morez
I'm using 0.98 version

It might not be a bad idea to move to the CVS version of Crystal Space. The new renderer is a lot better in CVS and things are pretty stable right now.

1702  Crystal Space Development / General Crystal Space Discussion / Re: plz help!! on: March 30, 2005, 06:58:59 pm
Quote from: Ago
Sad  Sad  Sad  Sad  Sad plz help me i am a noobie and i am trying to start a game. i have no clue what i am doing..and i have no clue where to start...plz someone help me....... Sad  Sad  Sad  Sad  Sad  Sad

In general it is a good idea to read the documentation that comes with Crystal Space and the tutorials that you can find on the community site. Let us know if you have any other problems.

1703  Associate Projects / CEL Discussion / CEL for VC7 on: March 30, 2005, 06:52:13 pm
Quote from: acraig
I'm not sure if there are any 'releases' of CEL that match up with a release of Crystal Space.  Usually the latest CVS of CEL uses the latest CVS of Crystal Space.

Yes, that's right. Try to use approximatelly the same date for CS and CEL.

1704  Crystal Space Development / Support / Problems while installing the java bindings on: February 21, 2005, 10:09:44 am
I think you might have to go back to swig 1.3.23 or 1.3.22 (I think this one). The java plugin in CS 0.98 is not compatible with more recent swig versions.

1705  Crystal Space Development / General Crystal Space Discussion / Re: Geometry deformation/destrucability on: February 21, 2005, 09:56:58 am
Quote from: Trent
Introduction first: I've been playing around with the CS engine for a couple of months in my rather limited spare time. Although I have some knowledge of coding and gamedesign, I do lack experience and decided to gain some by creating a project using CS.

Now onto the question. I was wondering how well CS would lend it's self to world destructability as used in "Red Faction" or something similar. The Dynamic Worlds page in the manual mentions about using portals to achieve this effect, but i'm quite unsure as to how well that would work, even how it would work. I was wondering if any one had any thoughts or experience with this?

Please note that this is more out of curriosity than the actual want to implement it into my project at this time as it would not really fit into the gameplay, but I am interested in attempting it in a future project.


It is possible in CS to create/delete/modify objects at runtime. That will work fine. However there is one issue and that is static lighting. i.e. lightmaps and other precalculated lighting will not be easy to recalculate if the geometry changes. If you don't use static lighting (instead you only use gouraud or stencil shadows) then there is no problem.

Using portals can be done to create holes in objects like a landscape.

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