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16
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Crystal Space Development / Support / Re: Playing an opening video
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on: February 02, 2006, 07:44:01 pm
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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
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17
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Crystal Space Development / Support / Re: Playing an opening video
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on: February 01, 2006, 09:03:16 pm
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Hey... Nevermind... I think I get it, just looking at the file $CRYSTAL\apps\video\video.cpp.  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!
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18
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Crystal Space Development / Support / Playing an opening video
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on: February 01, 2006, 06:37:52 pm
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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.  Thanks in advance
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19
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Associate Projects / CEL Discussion / CEL Mouselook - 1st Person
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on: January 30, 2006, 05:34:28 pm
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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;
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20
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Associate Projects / CEL Discussion / 'pcmesh' in player entity
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on: January 13, 2006, 07:20:48 pm
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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: pclinmove->InitCD(csVector3(.3f, .5f, .3f), csVector3(.5f, 2.0f, .5f), csVector3(0,-1,0));
as 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;
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24
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Crystal Space Development / General Crystal Space Discussion / Re: Linux compiling
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on: January 04, 2006, 07:07:08 pm
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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
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26
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Associate Projects / CEL Discussion / Basics: Celtst and Cal3D
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on: January 02, 2006, 07:07:58 pm
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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: ./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...
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28
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Crystal Space Development / Game Content Creation / Re: Woman in Flarge v0.99
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on: December 19, 2005, 02:44:30 pm
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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...
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29
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Crystal Space Development / Game Content Creation / Woman in Flarge v0.99
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on: November 22, 2005, 09:14:44 pm
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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!  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
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