Show Posts
|
|
Pages: [1] 2
|
|
1
|
Crystal Space Development / Support / Blank screen and particles not visible
|
on: August 22, 2006, 11:17:58 pm
|
|
Hello!
Some people is having problems with the game I'm doing.
2 have problem with the particles: One is telling that he is not able to see any particle, the other told me that he saw an explosion but very very small (the explosion itself should fill the screen). One has a Nvidia 6200 and the other Nvidia 6800, both with new computers. Another 2 can see the first message in the screen writing "loading...", but after that, when it is supposed to appear the menu, they are seeing a blank screen. This part is basically a copy of Ecksdee. One has an ATI card, the other one I don't know.
I have tried the game in my old computer which has a very old Nvidia (TNT2 Riva Ultra 32MB) and doesn't have this kind of problems (only performance problems =P). I was thinking that maybe is related with the libraries or the loaded plugins...
My CS & CEL version I think are from 2006/07/03 (I don't know how to check but the libraries were created this day)
Any idea of what can it be? Maybe I should move to the new releases changing the win libraries from 0.21 to the new ones?
Thanks!
|
|
|
|
|
10
|
Crystal Space Projects / WIP Projects / Skruzd (a very small one stage shooting game)
|
on: June 22, 2006, 05:49:11 pm
|
This is my first little game made as a training. I made the game as my research project in the university so the work has been done against the deadline, without too much time to read the documentation and so on, therefore I didn't have time to do all I wanted at the begining and some piece of code are solutions writen in a hurry. With this explanation I hope nobody is expecting too much, because you don't have to, =P. Right now I'm cleaning and commenting the code to make it almost possible to show, so I hope in one or two days will be posted. The code is basically done adding lines to the Celtutorial (and maybe one or two things from Ecksdee). I think that considering the game is simple and so on and made by a beginner, maybe it can be interesting for the people starting on this, we will see... here some screens (be impressed!):   
|
|
|
|
|
13
|
Crystal Space Development / General Crystal Space Discussion / Re: blender2cald3d for blender 2.41 which seems work fine
|
on: June 04, 2006, 10:41:11 am
|
personally I had only one problem with the script: exporting the UV textures, I got "outputuv variable not found" error. I haven't check the code to understand it, but I have done a quick and dirty modification removing this part of the code, and works with me!! =P If someone trying gets the same error, I changed this in the script: original: ... if outputuv: vertex.maps.append(Map(*uv)) ... if outputuv: vertex.maps.append(Map(*uv)) ...
changed: ... #if outputuv: vertex.maps.append(Map(*uv)) ... #if outputuv: vertex.maps.append(Map(*uv)) ...
Anyway, I had to flip the textures and correct the mesh with hardtransform to see it well in the game, but the textures appear mirrored in Y axis... Maybe there is some option to mirror it, here is the config file I'm using: <library> <textures> <texture name="skin"> <file>ant/ant.png</file> </texture> </textures> <meshfact name="ant"> <plugin>crystalspace.mesh.loader.factory.sprite.cal3d</plugin> <params> <options flip_textures="yes" /> <scale value="0.075" /> <path dir="ant/" /> <mesh file="antant.cmf" name="body" material="skin" /> <skeleton file="antcal3d.csf" /> <animation file="antwalk.caf" type="travel" name="Walk" base_vel="2" min_vel="0" max_vel="4" /> <hardtransform rot_axis_x="0" rot_axis_y="1" rot_axis_z="0" rot_angle="180" /> <hardtransform rot_axis_x="1" rot_axis_y="0" rot_axis_z="0" rot_angle="-90" /> </params> </meshfact> </library>
|
|
|
|
|
15
|
Associate Projects / CEL Discussion / Explanation of iPcCollisionDetection::AdjustForCollisions
|
on: May 26, 2006, 05:23:14 pm
|
|
virtual bool iPcCollisionDetection::AdjustForCollisions ( csVector3 & oldpos, csVector3 & newpos, csVector3 & vel, float delta, iMovable * movable ) [pure virtual]
This function takes a position vector, checks against all known colliders, and returns the adjusted position in the same variable.
This function is to calculate the correct position to place the mesh, right? But what is it for "vel" and "delta"??
|
|
|
|
|
|