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Crystal Space Development / Support / Re: just starting
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on: January 01, 2008, 10:57:29 pm
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thanks for replying
well i know python a little bit but not much, i will probably be looking at other peoples stuff and taking it apart to understand it more
and about installation, i was reading the documentation on the main pages and it said something about building cs does that mean i have to manualy put everything together or is there an installer for it?
edit: after reading some of the other stuff i dont think i know enough about computers to do this :/
If you're concerned about the compilation part of CS I would recommend using CelStart, it's a pre-built scripting environment for CEL where you can script complete games in python, with a few examples, you lose very little of the power as the behavior drives CEL programs regardless of language.
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Crystal Space Development / Support / Re: just starting
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on: December 29, 2007, 05:22:08 pm
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Ok, I've ran into my first problem:
I've downloaded crystal space but now how do I install it, and do i have to know any programing languages to use cs?
To use crystalspace: yes! To use celstart: yes, but occasionally no, blend2crystal will output simple python scripts for you if you stay within the confines of what it wants, but it's usually best to know a language (C++ or Python.
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Crystal Space Development / Support / Re: Maya
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on: February 24, 2006, 09:08:28 am
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If you had searched, you can see there are export scripts for CS and CAL3D, although the CS script is rather dated, it should work for genmeshes and other things, this however may soon be dated by CrystalMaya which has a realtime preview http://wiki.peragro.org/index.php/CrystalMayaPlease search the forums in future for more information before posting.
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Crystal Space Development / Game Content Creation / Re: DOF
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on: February 23, 2006, 10:25:23 pm
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well, i believe both these effects are shader effects and a fullscreen render2texture, the psudeo stable will support them, but you'll find it hard to get documentation on it. Luckily shader systems and render2texture are rather generalised, so using generic information about the effects it should be possible to transpose this to the CS API.
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Crystal Space Development / Support / Re: Using 3DS Max 8 for Everything.
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on: February 22, 2006, 04:47:43 am
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For characters, that should be covered by the cal3d expoter (as CS utilises the cal3d library for skeletal animation) it should recognise all Max bone types, but i can't promise anything.
As for levels, the 3d studio max script from planeshift (which is in the CS cvs repo) is capable of doing that (mostly geometry and texturing) but lacks some more advanced CS features.
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Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice
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on: February 15, 2006, 03:04:24 am
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OGRE can handle the standard ARB, CG and FX shaders, you don't need to learn a completely different shader system. As jorrit said, CS supports those shader formats just uses an XML format for shader management allowing fallbacks and snippets and templates and conditional attributes to shaders, it makes using shaders more manageable, you can fallback to different shaders for different cards, you can modularise your shader for common features (like CS does with fog, and projected textures) so really, i don't see using JUST cg or ARG as a huge plus. The format isn't that complicated, especially if you do not need to use those extended features.
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Crystal Space Development / Support / Re: Hi every body! I'm newbie pls answer my question.
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on: February 13, 2006, 10:09:11 am
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Also, the lack of Zlib indicates that you havn't installed cswin32libs I must compile "CS\mk\visualc7\wkstypical.sln" before?
Compiling Crystal Space To compile Crystal Space, you'll have to perform the following steps. If anything doesn't work, see the Win32 FAQ, MSVC7 FAQ.
Load `CS\mk\visualc7\wkstypical.sln' (On the other hand, if you want to try out the experimental new renderer, open the workspace `wksnewrenderer.sln' in the same directory, and select either the Release_NR or Debug_NR build mode.)
From the file menu select Build->Build Solution. Note that you must build the project using the Release or Debug build modes. Do not use the special-purpose Release_NR, Debug_NR, or ExtensiveMemDebug build modes (which are reserved for specific developmental activities on Crystal Space itself). Note that you must use Release_NR or Debug_NR if you selected `wksnewrenderer.sln'.
After a while the compilation should finish. The signal for a successful build will be come in the form of the something similar to the following: Build: 1 succeeded, 0 failed, 0 skipped
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It's require zlib.lib what folder I must extract? my CS folder here C:\CS
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