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31  Crystal Space Development / Support / Re: How to import Maya 7 files into CS? on: February 15, 2006, 07:12:36 pm
Hi there,

This will work by creating models in Maya, then saving them as .obj files. Importing the Maya .obj files into blender, then convert them using blender2crystal. I have not been able to get maya2spr to work myself.

regards,
Kate
32  Crystal Space Development / Support / Strange occurence with move callbacks on: February 15, 2006, 06:31:17 pm
I have set up a move callback class in a similar way to the collision callback class i defined before.
My class looks like this:


#include "car_move_callback.h"

SCF_IMPLEMENT_IBASE(Car_Move_Callback);
SCF_IMPLEMENTS_INTERFACE (iDynamicsMoveCallback);
SCF_IMPLEMENT_IBASE_END;

void Car_Move_Callback::Execute (iMeshWrapper* mesh, csOrthoTransform& t)
{
  csPrintf("Car moved!");
}

void Car_Move_Callback::Execute (iLight* light, csOrthoTransform& t)
{
}

void Car_Move_Callback::Execute (iCamera* camera, csOrthoTransform& t)
{
}

void Car_Move_Callback::Execute (csOrthoTransform& t)
{
}


However, when I set the move callback to the car's iRigidBody, upon starting the application, the car gets placed at a strange location stuck in the wall of the room, rather than its usual place. When I comment out the code to set the move callback, the car is positioned as normal. This is the code with the move callback set commented out.

 
  iDynamicsCollisionCallback* ccb = &collCallback;
  //iDynamicsMoveCallback* mcb = &moveCallback;
  car->SetCollisionCallback(ccb);
  //car->SetMoveCallback(mcb);
  car->Update();


Any idea as to what is happeneing here?

regards,
Kate
33  Crystal Space Development / Support / Game controller support on: February 15, 2006, 05:39:43 pm
Hi there,

Would crystal space be able to support arbitrary game controllers as input devices?
In particular I am thinking of using steering wheels and pedal controllers to control the cars in my game.

regards, Kate
34  Crystal Space Development / Support / Networking/muliplayer support on: February 15, 2006, 05:37:47 pm
Hi there,

Could you give me any advice on networking a crystal space game?
Ive heard theres something called VOS plugin for crystal space, and Raknet.
I'd like to know the best way to go with it, if anyone has done it before.

If networking isnt possible, I know it is possible to have multiple game views with separate cameras. Would it be possible
to place each view on a separate monitor, assuming I have a pc with multiple monitors attached. The game could then be played as multiplayer, but on a single machine.

regards,
Kate

35  Crystal Space Development / Support / Re: Collision callbacks on: February 15, 2006, 05:08:21 pm
Hi,
I have successfully implemented the collision callback.
However, it seems to be being called continously.
I assume this is because my car is resting on the ground?
If so, can I make the collision call back execute only if the car hits
something other than the floor?

regards,
Kate Mallichan
36  Crystal Space Development / Support / Re: Collision callbacks on: February 13, 2006, 02:09:54 pm
thankyou
37  Crystal Space Development / Support / Re: Collision callbacks on: February 13, 2006, 01:37:03 pm
Looking in ivaria/dynamics.h i see this:

struct iDynamicsCollisionCallback : public iBase
{
   virtual void Execute (iRigidBody *thisbody, iRigidBody *otherbody) = 0;
 };

thus my call back function in the implementing class must be called Execute, and should be supplied pointers to two iRigidBodys
to check for collisions between. Is this correct?

thankyou for your help,
Kate
38  Crystal Space Development / Support / Collision callbacks on: February 13, 2006, 12:59:24 pm
Hi there,

I would like to implement some collision actions (particle effects and sounds) when my car collides with other objects in game.
I am not sure how to go about making crystal space execute these actions automatically when a collision is detected.

I have seen the method:


RigidBody::SetCollisionCallback     (      iDynamicsCollisionCallback *       cb      )


in the API but i am unsure how to use this. In particular i am unsure what the iDynamicsCollisionCallback is. should this be some kind of function pointer to the
collision actions i want to execute?

regards

Kate Mallichan
39  Crystal Space Development / Support / Re: using AddForce() on: February 07, 2006, 06:27:38 pm
thankyou.

I am now using a larger force and making it apply as long as the key is pressed, to simulate pressing the car accelerator.
Part of the problem before was also that I had set the density of the car's collider box too high Smiley

Kate
40  Crystal Space Development / Support / Re: problem with some bbox code? on: February 07, 2006, 03:59:13 pm
many thanks, i solved the problem myself with the help of the debugger Smiley

regards,
Kate
41  Crystal Space Development / Support / Re: using AddForce() on: February 07, 2006, 03:57:39 pm
Sory about previous post, submitted before i finished writing!

Hi there,

I am using ode, with the following code to try to move my car.
car is an iRigidBody. The car renders fine in the level, but wont move
when CSKEY_RIGHT is pressed. Im not sure if the problem is here or not.
Am i using AddForce correctly in the following code?


if (kbd->GetKeyState (CSKEY_RIGHT))
    {
      car->AddForce(CS_VEC_RIGHT * 4 * speed);
      car->Update();
    }


regards,
Kate Mallichan
42  Crystal Space Development / Support / using AddForce() on: February 07, 2006, 03:53:27 pm
hi there,

 
    if (kbd->GetKeyState (CSKEY_RIGHT))
    {
      car->AddForce(CS_VEC_RIGHT * 4 * speed);
      car->Update();
    }
43  Crystal Space Development / Support / Re: problem with some bbox code? on: February 03, 2006, 02:40:50 pm
PS i am using cvs CS version from 9th jan 2006 on linux.
44  Crystal Space Development / Support / problem with some bbox code? on: February 03, 2006, 02:39:41 pm
I think the following code may be the cause of a seg fault.

Particularly the lines:

  csBox3 bbox1 = wing1mesh->GetWorldBoundingBox();
  csBox3* bbox1ptr = &bbox1;
  csVector3 size1 = bbox1ptr->GetSize();


which i am unsure of.
Could you shed any light on this ?
The rest of the surrounding code is below:

  const csMatrix3 tmm ;
  const csVector3 tvv (0);
  csOrthoTransform tt (tmm, tvv);
 
  iMeshFactoryWrapper* wing1factory = engine->FindMeshFactory("thingpolySurface8");
  csRef<iMeshWrapper> wing1mesh = engine->CreateMeshWrapper(wing1factory,"wing1",room,csVector3 (0, 0, 0));
  csRef<iRigidBody> wing1meshbody = dynSys->CreateBody();
  wing1meshbody->SetProperties (1, csVector3 (0), csMatrix3 ());
  wing1meshbody->AttachMesh (wing1mesh);
  wing1mesh->GetMovable()->UpdateMove();
  csBox3 bbox1 = wing1mesh->GetWorldBoundingBox();
  csBox3* bbox1ptr = &bbox1;
  csVector3 size1 = bbox1ptr->GetSize();
  wing1meshbody->AttachColliderBox (size1,tt, 10, 1, 0.8f);


much appreciated
Kate Mallichan
45  Crystal Space Development / Support / Re: Loading multiple models sharing a single texture on: January 20, 2006, 04:46:51 pm
sorted this now, silly mistake in my code
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