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1  Crystal Space Development / Support / Blank screen and particles not visible on: August 22, 2006, 11:17:58 pm

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?

2  Crystal Space Projects / WIP Projects / Re: Skruzd (a very small one stage shooting game) on: August 21, 2006, 04:49:04 pm
ummmm, by the way...

I haven't made yet all the changes I wanted in the code to make it more clear but phew... tongue

3  Crystal Space Development / Support / Re: How do I convert from a Linux CS project to a Windows one? on: July 07, 2006, 10:01:29 am
Put the path this way:

4  Crystal Space Development / Support / Re: How do I convert from a Linux CS project to a Windows one? on: July 06, 2006, 06:15:50 pm
Um, I don't know, maybe you have to compile your application with the gcc compiler. Usually you can change the compiler in the IDEs, take a look in VC
5  Crystal Space Development / Support / Re: How do I convert from a Linux CS project to a Windows one? on: July 06, 2006, 05:17:40 pm
No, but you have a lot of libraries in the directory. I don't know which ones you have to take exactly.
6  Crystal Space Development / Support / Re: How do I convert from a Linux CS project to a Windows one? on: July 06, 2006, 04:08:51 pm
this is the libraries.

You need the ".dll"s in the directory of the executable, or the environment variables well placed to the ".dll"s directory if I'm not wrong.
7  Crystal Space Development / Support / Re: problem with installation on Windows on: July 05, 2006, 07:44:42 pm
I have installed several times without any problem following this tutorial:
8  Crystal Space Development / Support / Re: need extream help on: July 05, 2006, 07:37:28 pm
I recommend you to follow this tutorial.
9  Crystal Space Development / Game Content Creation / Re: Mesh deformed and texture not loading... on: June 28, 2006, 07:41:10 am
If you have done this mesh is because you are following the tutorial in the crystal community:

As explained there you should not have problems with animations. Each different animation you create in action edition is exported separatelly.

Just remember not to rotate and resize in object mode, only in edit mode, because if you do it in object mode the model is not going to be well exported (rotated and so on) and the animation will look weird.

About the textures in cal3d miniviewer I don't know.
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!):

11  Associate Projects / CEL Discussion / PcSolid not working with CAL3D models on: June 21, 2006, 02:34:22 am

I'm trying to create the colliders in my animated CAL3D models using the pcSolid property, but it's not working. The same code with another kind of mesh, as genmesh, works fine.
Why can happen this?

12  Crystal Space Development / Support / Re: Noob, need help starting. on: June 08, 2006, 11:49:34 am
The Cel tutorial was really useful for me:
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:

if outputuv: vertex.maps.append(Map(*uv))
if outputuv: vertex.maps.append(Map(*uv))

#if outputuv:
#if outputuv:

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:

    <texture name="skin">
<meshfact name="ant">
   <options flip_textures="yes" />
   <scale value="0.075" />
   <path dir="ant/" />
      material="skin" />
   <skeleton file="antcal3d.csf" />
      max_vel="4" />
          rot_angle="180" />
          rot_angle="-90" />
14  Crystal Space Development / General Crystal Space Discussion / blender2cald3d for blender 2.41 which seems work fine on: June 03, 2006, 12:16:44 pm

I found this script in blender forums to export from blender 2.41 to cal3d (export for soya supported).

the file:
the code:

In the tries I've given it seems to work, but I think in the same forum someone posted some problem (sorry, I don't remember the forum, I'll try to find), so let's test it.
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"??
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