Crystal Space
Welcome, Guest. Please login or register.
October 20, 2014, 07:15:23 pm

Login with username, password and session length
Search:     Advanced search
9010 Posts in 2044 Topics by 8764 Members
Latest Member: Alinwite
* Home Help Search Login Register
  Show Posts
Pages: 1 [2] 3 4 5
16  Crystal Space Development / Support / Re: Playing an opening video on: February 02, 2006, 07:44:01 pm
Argh! Codec's issue...

Well, I've researched a lot and I realized that the codecs for opening DivX, XviD, or OpenDivX are missing. I've downloaded and installed several and several of these (including a div4linux dated od april 2002!) bur the CS's configure script keep saying that the codec is not installed.

What I want to know is what package should I get and install for this video playback work...

Thanks in advance
17  Crystal Space Development / Support / Re: Playing an opening video on: February 01, 2006, 09:03:16 pm
Hey... Nevermind... I think I get it, just looking at the file $CRYSTAL\apps\video\video.cpp. Smiley

It still lacks a test, because my intro movie was in MPEG format. Does CS have any other video codecs than avi (DivX and others)?

Regards!
18  Crystal Space Development / Support / Playing an opening video on: February 01, 2006, 06:37:52 pm
Hello!

I need to play an opening video in my CS/CEL app. I've quickly searched the manual, APIs, community site, this forum and etcs but I didn't find anything usefull.

In fact, I have a little MPEG movie file which I want to load and play as soon as my application loads everything (I think before the call of the function Run( ) in App::Application( ) method) but I don't have a clue in how to do it.

Help is appreciated. Wink

Thanks in advance

19  Associate Projects / CEL Discussion / CEL Mouselook - 1st Person on: January 30, 2006, 05:34:28 pm
Hello;

It's been a while I've trying to implement mouselook in CEL. I took the code made by muffinpeddler (http://community.crystalspace3d.org/forum/index.php/topic,335.0.html) with some changes. It worked, but I didn't like the movement of the screen when I moved the mouse. I mean, I don't know how to explain it right but, it seems that the camera rotation it's accelerated. I want that the camera rotates with constant velocity, and only move to an certain angle correspondent at the offset of the mouse pointer to the center (as I did in my code without CEL).

I mean, muffinpeddler's code's rotation is based in the velocity of the mouse movement in a frame space. I want that my rotation is based by how much the mouse moved in a frame space, so, what a want is how to get the offset through celData structure...

Is this possible?

Greetings;
20  Associate Projects / CEL Discussion / 'pcmesh' in player entity on: January 13, 2006, 07:20:48 pm
Hello;

I'm adapting my little application to use CEL by looking at the tutorial (celtutorial.zip - In CEL's download page) and adapting his code to mine.  Well, my app is an FPS-like, 1st person camera, and I didn't want to have an mesh for the player character (I don't have any meshes for that at all.)

The problem is, when initializing the player, I neewd to set up the CD system, and it throws an error saying : "cel.persistence:  No Mesh found on entity!". My question is: is a mesh for player really necessary? I've set up the BBox for the player, using the csColliderActor parameters:

Code:
pclinmove->InitCD(csVector3(.3f, .5f, .3f), csVector3(.5f, 2.0f, .5f), csVector3(0,-1,0));

as

Code:
csVector3 legs (.5f, 2.0f, .5f);
csVector3 body (.3f, .5f, .3f);
csVector3 shift (0, -1, 0);

With this data, the CD sys can't work without a mesh?

If not, can I create meshes using functions like csBox3() for example?

Regards;
21  Crystal Space Development / General Crystal Space Discussion / Re: rotate the cmera with mouse on: January 13, 2006, 03:23:36 pm
The only problem with the project is that the map direcory and file is missing. It's just an minimal code, with an FPS schema, collision, gravity, WASD movement and mouse freelook.

We will upload our map file as soon as it get ready (It is now going through a lot of changes).
22  Crystal Space Development / General Crystal Space Discussion / Re: rotate the cmera with mouse on: January 12, 2006, 03:46:33 am
After a bit of work and lot of errors, I achieved the mouselook code in CS. Unfortunately, I do not have the code right now.

But I think this code is in our project's SF page, in CVS.

Try here: Estrada Real Digital.

When I get the right code, I'll post it here.
23  Associate Projects / CEL Discussion / Re: Basics: Celtst and Cal3D on: January 05, 2006, 07:13:52 pm
Ehrm... Hello? Anyone? I still want some help here. Just to get things going...

Thanks
24  Crystal Space Development / General Crystal Space Discussion / Re: Linux compiling on: January 04, 2006, 07:07:08 pm
Hello;

Could I suggest an easiest solution? Why don't you download the pseudo-stable version 0.99 instead of the bleeding-edge CVS version? It compiles smoother and I think there's not so many changes and importants upgrades that worth a possible headache with the CVS version.


Regards
25  Associate Projects / CEL Discussion / Re: Basics: Celtst and Cal3D on: January 02, 2006, 08:34:57 pm
Sorry:

CS - Pseudo Stable 0.99 (September)
CEL - Pseudo Stable 0.99 (September)
Cal3D - CVS version (today)

OS - Linux - Fedora Core 3

Regards
26  Associate Projects / CEL Discussion / Basics: Celtst and Cal3D on: January 02, 2006, 07:07:58 pm
Hello;

I'm starting to take a look over CEL to try to make my game using entities. I've successfully compiled CEL, CS and the Cal3D library, that seems to be requires by the celtst. Even then, it keeps throwing me errors like this:

Quote

./celtst -relight
DLERROR (/CS/sprcal3dldr.so): libcal3d.so.11: cannot open shared object file: Arquivo ou diretório não encontrado
SCF_WARNING: factory returned a null instance for crystalspace.mesh.loader.factory.sprite.cal3d
        if error messages are not self explanatory, recompile CS with CS_DEBUG

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'crystalspace.mesh.loader.factory.sprite.cal3d'
crystalspace.maploader.parse.meshfact:  Error loading plugin 'crystalspace.mesh.loader.factory.sprite.cal3d'!
[node: library,meshfact(name=test),plugin]
cel.pfmesh.loadmeshfactory:  Error loading mesh object factory or library 'cally.cal3d'!
Falha de segmentação

I don't know what to do to celtst work...

Thanks in advance, regards and a Happy 2006 to everybody...
27  Crystal Space Development / Game Content Creation / Re: Woman in Flarge v0.99 on: December 21, 2005, 02:39:05 pm
CrystalSpace Exporter for Maya... That which comes in the scripts paste with CS. I know that script is ancient, but we resolved to give a try.
28  Crystal Space Development / Game Content Creation / Re: Woman in Flarge v0.99 on: December 19, 2005, 02:44:30 pm
I'm VERY interested in using this. We've tried to export a character using the Maya exporter and the result was, hmmmm..., wasn't a result at all.

In fact, we'll try to migrate from Maya and 3DStudio for Blender, and I think that this migration will make things better...
29  Crystal Space Development / Game Content Creation / Woman in Flarge v0.99 on: November 22, 2005, 09:14:44 pm
Hello!

I've looked over the world file of the flarge level which comes with the CS v0.99 to see how that woman can walk, and I shall recnoize that I was very impressed of the way that it is done. You guys achieved Bone animation in the XML! Wow! Smiley Although the code was very very big (about 100K of plain text), it is very clean and do not require any additional lib (like Cal3D) to render that.

What I want to know is with what you exported that, and using which 3D modeler?

Regards
30  Crystal Space Development / Support / Re: Can't load "crystalspace.kernel.vfs" on CygWin on: November 22, 2005, 07:50:16 pm
Sorry...

Hmmm.. But, what do you mean when you say: "path seemed invalid"?

Regards...
Pages: 1 [2] 3 4 5
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 4.184 seconds with 16 queries.