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16  Crystal Space Development / Support / Re: [Q] CELstart 1.2 (Linux) install error - Wrong Python version on: June 12, 2008, 06:16:40 pm
That explains much... Smiley
Note that you may have to add the resulting celstart directory to your LD_LIBRARY_PATH environment variable for python support to work.
You meant to create a file like this?
cd /path/to/crystalspace/
env "LD_LIBRARY_PATH=./" ./celstart_static
17  Crystal Space Development / Support / Re: [Q] CELstart 1.2 (Linux) install error - Wrong Python version on: June 12, 2008, 05:35:32 pm
Thank you!
BTW how did you find them? o.O
18  Crystal Space Development / Support / [Q] CELstart 1.2 (Linux) install error - Wrong Python version on: June 12, 2008, 12:01:37 pm
Today I tried to install CELstart on Linux (my version is very similar to Slackware 12.1), but after downloading and installing all necessary packages I got this error in installer(translation, maybe not 100% correct):
ERROR: 'Python language runtime' package was found, but version is wrong, necessary version wasn't found.
[IV 2.4 for]
ERROR: An error happened while checking package CELstart
Is there any way to avoid this without downgrading (I think...) Python 2.5.x to 2.4.x?
19  Crystal Space Development / Game Content Creation / Re: Q: Character animations lacks one thing? on: December 08, 2007, 06:08:39 am
Thanks Darek, I didn't even think I should dig that way...
However can you please give a couple of examples?
Like one for when actual "jump" sequence starts, for example, 0.5 seconds after animation start. Is this what you meant BTW?

Second one, as fas as I understand, is when it checks if the character is walking and then if it's true then it starts certain sequence, but can you give an example since I even wasn't able to figure-out how to zoom camera...
BTW about camera zoom, is this depends on camera mode? I suspect that every "default" camera uses
<var name="camoffs_opt" value="4.0"/> and
<var name="camdist_opt" value="13.0"/>
still I was able to rotate camera, but was able to zoom only to one more position (2 positions total: "default" and "close") without even being able to zoom-out back from "close" to "default". with this:
      <event name="pccommandinput_camclose1">
        <property propclass="?pccam" id="propid(distance)" value="-0.5" />
      <event name="pccommandinput_camclose0">
        <property propclass="?pccam" id="propid(distance)" value="0.0" />
      <event name="pccommandinput_camfar1">
        <property propclass="?pccam" id="propid(distance)" value="0.5" />
      <event name="pccommandinput_camfar0">
        <property propclass="?pccam" id="propid(distance)" value="0.0" />
Yes I'm still quite dumb in this...
20  Crystal Space Development / Game Content Creation / Q: Character animations lacks one thing? on: December 06, 2007, 07:15:19 pm
CELStart 1.2, XML (I'm not a programmer)
So I was able to create a test level (just a bunch of gigantic trees with houses on them surrounded by fog and falling leaves) and a test character (and as usually she contains 24000 triangles Smiley ).
But there's something I think is missing in cal3d animations (or I just didn't find it).
You see, in order to jump your character usually should sit a little (at least), but is there any way to "delay" jumping a little? Same for landing (character needs some time after landing to stand at least)

Second question: is there a way to specify animation when a character starts something (that won't repeat itself during the process) like from: walking to running (and vice versa), running > strafing(and vice versa), and so on?..
I probably mis-posted this, so excuse me.
21  Crystal Space Development / General Crystal Space Discussion / Re: Subforums for other languages ¿? on: December 06, 2007, 07:15:02 pm
I have a couple of questions/propositions then:
1.) Instead of subforums it will be better to have one subforum where it's possible to ask questions in languages other than English.

2.) If someone don't know English (manual is written in this language) and not a programmer (this way he/she can understand everything right from source code) then they'll have a long way of understanding CS ahead, I can only wish them luck, they'll definitely need it.
BTW I'm from Russia.
22  Crystal Space Development / Game Content Creation / Re: Per-pixel lighting? on: November 30, 2007, 01:52:01 am
Ok I got it to work:
  <texture name="floor"> <file>./tex/dd.bmp</file></texture>

    <material name="Material0"> <texture>floor</texture></material>

    <plugin name="renderloopLoader">crystalspace.renderloop.loop.loader</plugin>


   <ambient red="0.4" green="0.4" blue="0.4" />
But can anybody give example that's even easier on hardware? Because I need it only for 1 texture and only for static lights, or is this the only way?
I already used this
<material name="fire"><shader type="standard">std_lighting_fixed</shader><shadervar name="tex diffuse" type="texture">fire</shadervar></material>
on some of the textures where I want to haveper-vertex lighting (character too), and deleted all <localshadows /> tags, what else can be done?
23  Crystal Space Development / Game Content Creation / Re: Per-pixel lighting? on: November 28, 2007, 06:42:00 pm
But at the time can you give some successful examples?
Although of course bumpmaps is not something one would use to achieve this...
24  Crystal Space Development / Game Content Creation / Re: Per-pixel lighting? on: November 28, 2007, 01:25:31 am
lighter2 - No such program in CELStart 1.2
shaders - can you tell what shaders I should use to achieve such result?
I tried some things but with no luck...
And that file is just a skeleton that can be used for explanation (or not), nothing more.
25  Crystal Space Development / Game Content Creation / Per-pixel lighting? on: November 26, 2007, 05:00:48 pm
Greetings! I have another problem. I need/want to have a well lit circle of surface under lamps with with area near them still being dark, looks like I can achieve this using per-pixel lighting, am I correct that this will be enough?
If so can somebody give me tips on how to "enable" this with this:
    <texture name="dd.bmp"> <file>./tex/dd.bmp</file></texture>


    <material name="wood"><texture>dd.bmp</texture></material>


   <ambient red="0.4" green="0.4" blue="0.4" />

  <sector name="level0001">
    <meshobj name="_g_floor001_0_01">
      <move><v x="0.0" y="0.0" z="0.0" />
    <light name="Omni01level0001">
      <center x="0.0" y="3.5" z="0.0" />
      <color red="0.9" green="1.0" blue="1.0" />
  <fog red="0.3" green="0.3" blue="0.4" density="0.003" />

  <start name="Camera01">
   <position x="0.0" y="2.0" z="0.0" />

26  Crystal Space Development / Game Content Creation / Re: how to make portal in 3ds max? on: November 23, 2007, 07:14:28 am
Not an answer, just a quick quastion.
I see <sector>_sect_room02</sector>
but there is no sector with this name...
27  Crystal Space Development / Game Content Creation / Re: Portals in maps created in 3DMax on: November 15, 2007, 05:37:36 pm
AFAIK if you want to create "thing" mesh without factory, don't add "_f_" or anything.
Can't say anything about portals because I didn't tried to create them yet.

BTW start from simplier things, I can't say for sure, but I wasn't able to export anything with default "Planeshift Exporter" so I'm using modified one and hoping to see new exporter in the future...
28  Crystal Space Development / Game Content Creation / Re: XML (CS3D "World" file) questions on: November 15, 2007, 05:24:40 pm
<viscull/> stands for visibility culling, you might find it in manual.
Manual  is included with CS in one of subfolders like "docs" or similar, I have it in different place so can't say for sure.
I remember I also saw it here:

29  Associate Projects / CEL Discussion / Re: camera zoom on: October 29, 2007, 01:06:41 am
Ok, results were like this:

1.) Looks like it whould work... But it doesn't.

2.) I figured out how to rotate camera
<event name="bind_input">
        <action propclass="pc(pccommandinput)" id="actid(Bind)">
          <par id="parid(trigger)" value="z"/>
          <par id="parid(command)" value="camleft"/>
        <action propclass="pc(pccommandinput)" id="actid(Bind)">
          <par id="parid(trigger)" value="c"/>
          <par id="parid(command)" value="camright"/>
and later
      <event name="pccommandinput_camleft1">
        <property propclass="?pccam" id="propid(yawvelocity)" value="1.0" />
      <event name="pccommandinput_camleft0">
        <property propclass="?pccam" id="propid(yawvelocity)" value="0.0" />
      <event name="pccommandinput_camright1">
        <property propclass="?pccam" id="propid(yawvelocity)" value="-1.0" />
      <event name="pccommandinput_camright0">
        <property propclass="?pccam" id="propid(yawvelocity)" value="0.0" />

3.) Still not solved, besides CELStart tries to use its own "config" folder instead of my.

4.) CapsLock can be used by writing "caps", am I correct? Other than that I have the only clue to write something like
      <event name="pccommandinput_runmode1">
        <if eval="IsRunning">
            <var name="Run" value="0"/>
            <print value="'Running'" />
          <var name="Run" value="1"/>
          <print value="'Walking'" />
Don't laugh Smiley
30  Associate Projects / CEL Discussion / Re: camera zoom on: October 26, 2007, 05:11:32 am
Thanks Darek, will try it right now...
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