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1  Crystal Space Development / Support / Re: portals on: May 12, 2006, 04:08:52 pm
is there any way i can get the vertex information from the mesh?
2  Crystal Space Development / Support / Re: portals on: May 12, 2006, 01:52:37 pm
I have another question - what are the

csVector3 *       vertices,
int     num_vertices,

for in the arguments of Engine->CreatePortal()? also how do i get the number of vertices? is this something can get from the mesh?

regards,
Kate
3  Crystal Space Development / Support / portals on: May 12, 2006, 01:29:31 pm
hi there

I see how to create sectors, and specify the destination sector, but what about the actual destination position? How does the portal know where to position the player in the destination sector?

regards
Kate

ok - ive done this by using SetWarp();
4  Crystal Space Development / Support / Re: particle texture problem on: May 09, 2006, 09:54:25 pm
thanks, that solved the problem Smiley

regards,

Kate
5  Crystal Space Development / Support / Re: Starting Crystal Space on: May 09, 2006, 02:14:14 am
Do you have any coding experience? Have you tried reading the manual/compiling crystal space?

regards, Kate
6  Crystal Space Development / Support / particle texture problem on: May 09, 2006, 02:01:06 am
Hi there,

I have a problem which is that when I create an explosion, whatever texture I use just shows as black.

I am using the following code (using the explo texture from walktest)
There are no errors about the texture not being found, so I know its not that thats the problem :

Code:
  //Setup missile explosion ready for use
  csRef<iGeneralFactoryState> fstate;
  csRef<iEngine> engine = app->GetEngine();
  csRef<iLoader> loader = app->GetLoader();
 
  missile_explo_factory = engine->CreateMeshFactory ("crystalspace.mesh.object.explosion", "explosion");
  if (!missile_explo_factory)
  {
    app->ReportError("Failed to load explosion mesh factory!");
  }
 
  if (!loader->LoadTexture ("explosion_texture", "img/explo.jpg"))
  {
    app->ReportError("Error loading 'explo' texture!");
  }

  //Create it
  csRef<iMeshWrapper> explosion = app->GetEngine()->CreateMeshWrapper(missile_explo_factory, "explosion", sector, pos);
  if (!explosion)
  {
    app->ReportError("Error creating explosion mesh!");
    return;
  }
  explosion->SetZBufMode(CS_ZBUF_TEST);
  explosion->SetRenderPriority (app->GetEngine()->GetAlphaRenderPriority ());
   
csRef<iParticleState> partstate= scfQueryInterface<iParticleState>(explosion->GetMeshObject());

  csRef<iMaterialWrapper> mat = app->GetEngine()->GetMaterialList()->FindByName("explosion_texture");
  partstate->SetMaterialWrapper (mat);
  partstate->SetColor (csColor (1, 1, 0));
  partstate->SetChangeSize (1.25);
  partstate->SetSelfDestruct (3000);
  partstate->SetChangeRotation (5.0f);
  partstate->SetAlpha(0.5);

   csRef<iExplosionState> expstate (
  SCF_QUERY_INTERFACE (explosion->GetMeshObject (), iExplosionState));
  expstate->SetParticleCount (100);
  expstate->SetCenter (csVector3 (0, 0, 0));
  expstate->SetPush (csVector3 (0, 0, 0));
  expstate->SetNrSides (6);
  expstate->SetPartRadius (0.15f);
  expstate->SetLighting (false);
  expstate->SetSpreadPos (0.6f);
  expstate->SetSpreadSpeed (2.0f);
  expstate->SetSpreadAcceleration (2.0f);
  expstate->SetFadeSprites (500);
  explosion->PlaceMesh ();

regards,
Kate
7  Crystal Space Development / Support / Re: joystick on: May 09, 2006, 01:56:42 am
has anyone else managed to get a joystick working? please let me know if you have Smiley

regards,
~Kate
8  Crystal Space Development / Support / Re: Attaching a cal3d model to an iRigidBody on: May 04, 2006, 04:25:33 pm
Bo Hannon says get nerdling to do it Wink
9  Crystal Space Development / Support / Re: joystick on: May 04, 2006, 12:33:31 pm
any clues?

thanks, Kate
10  Crystal Space Development / Support / lighting causing segfault only with textured level on: May 04, 2006, 02:42:36 am
Hi there,

Up until now I have just had ambient lighting for my map.

I tried doing:
    csRef<iLight> light = engine->CreateLight("DynLight", csVector3(-19, 120, 34), 300, csColor(1, 1, 1));
    if(!light)
    {
        app->ReportError("Failed to create light!");
    }
    levelsector->GetLights()->Add(light);

This works fine on an untextured map (where textures get replaced with the checkerboard) , but causes a segfault when I use the textured map.

It is the

 levelsector->GetLights()->Add(light);

line that causes the segfault. Valgrind debugger gives me the following:

==28337== Process terminating with default action of signal 11 (SIGSEGV)
==28337==  Access not within mapped region at address 0x0
==28337==    at 0x260C0E1B: CastShadows_Front2Back(csKDTree*, void*, unsigned, unsigned&) (in /home/kate/csinstall/lib/crystalspace/frustvis.so)
==28337==    by 0x158E90EE: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9175: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158E9125: csKDTree::Front2Back(csVector3 const&, bool (*)(csKDTree*, void*, unsigned, unsigned&), void*, unsigned, unsigned) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x260C570A: csFrustumVis::CastShadows(iFrustumView*) (in /home/kate/csinstall/lib/crystalspace/frustvis.so)
==28337==    by 0x158ACEB3: csSector::RealCheckFrustum(iFrustumView*) (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x1584FBCD: csLight::CalculateLighting() (in /home/kate/csinstall/lib/crystalspace/engine.so)
==28337==    by 0x158391B9: csEngine::ShineLights(iRegion*, iProgressMeter*) (in /home/kate/csinstall/lib/crystalspace/engine.so)

It looks like a null pointer problem at : CastShadows_Front2Back(csKDTree*, void*, unsigned, unsigned&) (in /home/kate/csinstall/lib/crystalspace/frustvis.so)

any ideas what is causing this. Im assuming it is something to do with the textures but what? Could missing/wrongly applied textures cause the problem?

regards,

Kate Mallichan
11  Crystal Space Development / Support / Re: joystick on: May 04, 2006, 12:27:25 am
just to add that my ./compile does find a linux joystick api, but joytest still cant load the plugin

Kate
12  Crystal Space Development / Support / joystick on: May 03, 2006, 11:08:51 pm
Hi there

I want to use a joystick with my game,

When I run the joytest app provided with CS I get:
failed to initialise plugin: crystalspace.device.joystick.linux

Do I need something specific installed for joystick support?

Kate Mallichan
13  Crystal Space Development / General Crystal Space Discussion / Re: Orientation vector on: May 01, 2006, 08:25:52 pm
the force is simply an int value, not a vector. is this where i am going wrong?
14  Crystal Space Development / General Crystal Space Discussion / Re: Orientation vector on: May 01, 2006, 03:40:48 pm
I am using the following code:

    car->AddRelForce(CS_VEC_FORWARD*acceleration_force);
    car->Update();

The problem is that the force seems to be applied along the nearest world axis, so that the car veers towards the axes
when it is supposed to be moving forwards in the direction is is pointing. I think I may have to do something with car->GetOrientation() but I am not sure what. I would appreciate any help you can give as this is becoming an urgent situation with a project deadline coming up!

thankyou for your help,

Kate Mallichan
15  Crystal Space Development / General Crystal Space Discussion / Summer of Code Applications on: May 01, 2006, 01:36:54 pm
Hi there,

I'm thinking of submitting a Summer of Code application.
I'd like to know who I need to send this to?

regards, Kate Mallichan
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