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Crystal Space Development / Support / Re: Viewmesh app can't seem to show mesh groups...
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on: February 24, 2010, 07:15:44 pm
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Well, someone else might be able to answer with a bit more certainty, but I believe that viewmesh is for just that: viewing a single mesh. So, it doesn't seem like an error that it's not showing multiple meshes in a world file. If you want to show all of the meshes in a world file, it seems more reasonable to utilize walktest, which is more of a world-viewing application. You'll have to turn the gravity off unless to have some type of 'floor', though otherwise, the viewer will just sink down infinitely, and you won't be able to view your scene.
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Crystal Space Development / Support / Re: smooth polygons
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on: February 22, 2010, 09:11:06 pm
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Hi zamme:
Blender's 'Set Smooth' button actually functions more in the rendering context. What it does is recalculate the normals based on the vertices and faces, taking into account an 'averaging' of the normals in order to achieve that smooth look when lit. When you choose 'Set Solid', in contrast, it calculates the normals solely based on the faces. In addition, there's the shading algorithm that's being used to render the scene which can impact how smooth a mesh looks.
So, there are a couple of things you can do to emulate this behavior in Crystal Space:
1) Export your mesh from Blender so that 'Set Smooth' is enabled, making the normals behave as if the mesh were smooth. 2) Change the geometry of your mesh so that it's more subdivided, thus making the actual surface appear smoother because there are more polygons. This is a balancing act, though - you don't want to subdivide everything, because then you will innundate your scene with polygons, and it may take longer to render. 3) Change the shader used to more accurately compute the color you want at a given pixel based on input geometry, normals, and lighting.
I would suggest a combination of 1 and 3.
~Scott
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Crystal Space Development / Support / Re: how do you know what dlls the compiled crystal space game needs?
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on: February 15, 2010, 06:16:31 pm
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One of the things I did when I was first starting out was to copy all of the dlls I knew I needed.
For example, I was sure that I'd need libcrystalspace (the core), along with a few others, such as the engine plugin. Then, I would try to run the program with these dlls in the directory in question. If there were errors (e.g. couldn't find the bugplug plugin), then I would add that dll, and try again. It takes a while, but after you have done it once or twice you have a good feel for the dlls that you need in your distribution directory.
~Scott
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Crystal Space Development / Support / Re: CS::Geometry::Triangulate3D
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on: May 15, 2009, 04:24:52 pm
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Hi Julia:
The method should be working correctly now, it's just that the testing of it hasn't been extremely robust. If you are able to test it with a few more complex cases, that would be great. Notification of bugs would be appreciated!
Right now, the function will perform a surface triangulation of arbitrary polygons (non-planar, convex/concave), with one exception: It doesn't yet handle polygons with holes.
~Scott
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Crystal Space Development / Support / Linking Errors Due to Environment
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on: December 24, 2007, 12:01:33 am
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Hi Everyone!
I have the following setup:
Windows XP nVidia GeForce 8800 GTS CSWin32Libs Version 1.3 Current CrystalSpace Development Version (SVN Trunk Source) Current CEL Development Version (SVN Trunk Source) Microsoft Visual C++ 8 (Visual Studio 2005 Express Edition)
I am having trouble compiling my project, Eridanus. The errors have only happened recently, but I can't compile known working versions of the Eridanus source tree, either. Something must be messed up with my environment, as I previously could compile them, and others on my team can compile both the current version and the new version. Crystal Space and CEL compile fine, and all of the demo programs run correctly. CEL and CRYSTAL environment variables have been set correctly.
I am getting the following errors when attempting to compile: 2>Linking... 2>apperidanus.obj : error LNK2001: unresolved external symbol "private: static char * csApplicationFramework::m_ApplicationStringName" (?m_ApplicationStringName@csApplicationFramework@@0PADA) 2>eridanusbaseclasses.obj : error LNK2001: unresolved external symbol "private: static char * csApplicationFramework::m_ApplicationStringName" (?m_ApplicationStringName@csApplicationFramework@@0PADA) 2>eridanusplayer.obj : error LNK2001: unresolved external symbol "private: static char * csApplicationFramework::m_ApplicationStringName" (?m_ApplicationStringName@csApplicationFramework@@0PADA) 2>eridanusworld.obj : error LNK2001: unresolved external symbol "private: static char * csApplicationFramework::m_ApplicationStringName" (?m_ApplicationStringName@csApplicationFramework@@0PADA) 2>apperidanus.obj : error LNK2001: unresolved external symbol "protected: static struct iObjectRegistry * csApplicationFramework::object_reg" (?object_reg@csApplicationFramework@@1PAUiObjectRegistry@@A) 2>eridanusbaseclasses.obj : error LNK2001: unresolved external symbol "protected: static struct iObjectRegistry * csApplicationFramework::object_reg" (?object_reg@csApplicationFramework@@1PAUiObjectRegistry@@A) 2>eridanusplayer.obj : error LNK2001: unresolved external symbol "protected: static struct iObjectRegistry * csApplicationFramework::object_reg" (?object_reg@csApplicationFramework@@1PAUiObjectRegistry@@A) 2>eridanusworld.obj : error LNK2019: unresolved external symbol "protected: static struct iObjectRegistry * csApplicationFramework::object_reg" (?object_reg@csApplicationFramework@@1PAUiObjectRegistry@@A) referenced in function __ehhandler$?PlaceMesh@EridanusWorld@@QAE_NPBD0ABVcsVector3@@0@Z 2>libceltool_d.lib(initapp.obj) : error LNK2019: unresolved external symbol "public: static struct iSCF * iSCF::SCF" (?SCF@iSCF@@2PAU1@A) referenced in function "public: static char const * __cdecl iCommandLineParser::InterfaceTraits::GetName(void)" (?GetName@InterfaceTraits@iCommandLineParser@@SAPBDXZ) 2>apperidanus.obj : error LNK2001: unresolved external symbol "public: static struct iSCF * iSCF::SCF" (?SCF@iSCF@@2PAU1@A) 2>eridanusbaseclasses.obj : error LNK2001: unresolved external symbol "public: static struct iSCF * iSCF::SCF" (?SCF@iSCF@@2PAU1@A) 2>eridanusplayer.obj : error LNK2001: unresolved external symbol "public: static struct iSCF * iSCF::SCF" (?SCF@iSCF@@2PAU1@A) 2>eridanusworld.obj : error LNK2001: unresolved external symbol "public: static struct iSCF * iSCF::SCF" (?SCF@iSCF@@2PAU1@A) 2>..\..\..\bin\eridanus.exe : fatal error LNK1120: 3 unresolved externals 2>Build log was saved at "file://d:\Source\eridanus.old\out\debug8\build\apperidanus\BuildLog.htm" 2>apperidanus - 14 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 3 up-to-date, 1 skipped ==========
I have tried uninstalling and re-installing MSVC, Microsoft Platform SDK, and even deleting and recompiling both CEL and CrystalSpace. None of these have helped. I have verified that libcrystalspace_d.lib and libceltool_d.lib are in the project configurations. I am somewhat at my wit's end with how to correct these errors. Any help with this would be greatly appreciated!
Thanks,
~Scott Johnson
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Crystal Space Development / Game Content Creation / Blender2Crystal Portals
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on: July 20, 2006, 09:10:37 pm
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Hello Everyone. I am having a large amount of trouble trying to figure out how portals work in Blender2Crystal. I was wondering if someone might be able to give me a step by step instruction on how to setup a portal between 2 sectors like the following: http://people.aero.und.edu/~scottj/2rooms.jpgI know that I need to separate the meshes into 2 different scenes, but in order to make sure that the rooms are up against each other, I draw them all in a single scene, then copy everything to new scenes and remove that which is not needed. This is drawn in a single scene so that you can see what I am trying to do. I would like the top room in a sector, and the bottom room in another sector (they are just mesh cubes). Then, the idea is to place a portal between the two. How do I go about doing this? All my portal attempts thus far have resulted in disaster (either the portal not showing up, or it not existing at all). Thanks, ~Jwir3
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Crystal Space Projects / Project Discussion / Re: Glass Tower Studios Looking for Help
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on: July 01, 2006, 03:27:25 am
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Reposted, in the format of the template: Team name:Glass Tower Studios Project name:Eridanus (Working Title) Brief description:A futuristic first-person shooter, with non-linear storyline. Main character will be able to customize him/herself to a certain extent. Target aim:Ideally, a commercial product is the goal. However, depending on how good the demo and/or working beta versions look, we may decide to modify it to a freeware or open source project. Compensation:A percentage of total profit, along with possible job offers upon completion, if the product is commercially marketed. Currently, all positions are volunteer. Amount of compensation, if the product is commercially successful, will be based on total percentage contributed to the final product. Technology:Target system is Win32. If possible, we would like to also port to Linux and/or Apple. We will be using Crystal Space and CEL for graphics, with possibly a separate physics engine. Sound will be based off of either a Crystal Space inherent sound structure, or maybe SDL/OpenAL. Redesign of open source libraries may need to be performed if they do not meet the needs of the development team, in which case we will be contributing to said development project. All coding staff must be fluent in C++, and be able to understand UML diagrams. Talent needed:We need the following talent: Software Engineers (Familiarity with C++ and UML) Concept Artists (Ability to draw) Sound Developer (Ability to produce original digital music or sound effects) 3D Modelers (Familiarity with Blender) Level Designers (Familiarity with Crystal Space and Blender) Team structure:There are currently several people in our team. We have 2 concept artists: one has been working with us since last summer, and another one who just joined this summer. Additionally, we have 1 software engineer who is familiarizing himself with the code base of Crystal Space and the current code of the project. We also have 1 writer, who has been developing parts of the storyline, and a domain expert in Air Traffic Control who is guiding the development of the space traffic system. My job is the Project Coordinator. My duties include the recruitment of new members to the project, the assignment of tasks to current members, the maintenance of all current codebase and utilities, and the requisition of progress from current members, as well as other tasks as needed. As of right now, most of my time is consumed with development of the code for the game, as the only other software engineer we have is not familiar enough with Crystal Space yet to handle a large deal of coding. I have been supervising concept development, and writing parts of the storyline, so the concept artists have something to work from. Website:http://eridanus.glasstowerstudios.comContacts:You can reach me at scottj@glasstowerstudios.com -- my name is Scott Johnson. If you would like to discuss the project in more detail, feel free to email me at the above address, or contact me on msn. My email for msn is scottj@cs.und.edu. Additional Info:The plotline for the game deals with a government agent in the future, who discovers he has been placed in cryogenic freeze too long. He then begins a quest to discover what actually happened to the government he knew (and worked for), only to find out that most of the people didn't know about these secret government 'peacekeeper' agents. As the plot continues, he will discover there is more underlying the apparent change in government than meets the eye. While the player will begin on a desolate moon, far from Earth, the journey of the game will take the player from that moon to Earth, into space, to lush green forests of rural planets, and even to vast alien lanscapes. We are trying to blend the concepts of a first-person shooter and a roleplaying game, much like Deus Ex did. Feedback:ENCOURAGING ONLY
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