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31  Crystal Space Projects / Finished Projects / Re: Jammer The Gardener on: November 06, 2007, 11:36:39 am
Thanks Smiley
Long - 2 years. But I'm making it in very spare time (still developing v1.1) it's just testcase for my new CEL features.
32  Crystal Space Development / Support / Re: C++ and XML along with other tutorials? on: November 06, 2007, 11:33:17 am
a couple of good c++ tutorials comes with CS package
check CS/docs/html/manual/index.html
33  Crystal Space Development / Support / Re: How do I actually start something? on: October 29, 2007, 01:41:52 am
You can read Documentation and Tutorials section on the www site.
34  Associate Projects / CEL Discussion / Re: camera zoom on: October 25, 2007, 09:18:37 pm
1. yes
2. you have example in the b2cs exporter - actor.xml template allows move camera
35  Associate Projects / CEL Discussion / Re: Is CEL needed for a 3D First Person Shooter? on: October 20, 2007, 04:51:41 pm
Of course you can do anything in pure CS and c++.
CEL is just very good helpler for making games.
Also there is no problem use CS+CEL with c++, nobody said that you need to use celstart scripting evironment. It's just one of the options.
36  Crystal Space Development / Game Content Creation / Re: Q: multiple semi-transparent objects? on: October 19, 2007, 03:50:52 pm
bunch of my custom renderloops:
(note that i'm not using 'diffuse' or 'standard' but 'ppl' 'pvl' 'pplshd' which stands per pixel lighted/pervertex/shadows etc)

<?xml version="1.0" encoding="UTF-8"?>
<params>
  <name>renderloop</name>
  <steps>
    <!-- ambient lighting -->
    <step plugin="crystalspace.renderloop.step.generic">
      <shadertype>ambient</shadertype>
      <zoffset>yes</zoffset>
      <portaltraversal/>
      <zuse/>
    </step>
    <!-- per pixel lighting -->
    <step plugin="crystalspace.renderloop.step.lightiter">
      <steps>
        <!-- diffuse lighting -->
        <step plugin="crystalspace.renderloop.step.generic">
          <shadertype>ppl</shadertype>
          <zoffset>no</zoffset>
          <ztest/>
        </step>
      </steps>
    </step>
    <!-- per vertex lighting -->
    <step plugin="crystalspace.renderloop.step.generic">
      <shadertype>pvl</shadertype>
      <zoffset>no</zoffset>
      <zuse/>
    </step>
  </steps>
</params>



<?xml version="1.0" encoding="utf-8" ?>
<params>
  <name>renderloop</name>
  <steps>
    <!-- ambient lighting -->
    <step plugin="crystalspace.renderloop.step.generic">
      <shadertype>ambient</shadertype>
      <zoffset>yes</zoffset>
      <portaltraversal/>
      <zmesh/>
    </step>
    <!-- terrain base -->
    <step plugin="crystalspace.renderloop.step.generic">
      <shadertype>terrain base</shadertype>
      <zoffset>no</zoffset>
      <portaltraversal/>
      <zuse/>
    </step>
    <!-- terrain splatting with shadows -->
    <step plugin="crystalspace.renderloop.step.lightiter">
      <steps>
        <!-- stencil shadows -->
        <step plugin="crystalspace.renderloop.step.shadow.stencil">
          <steps>
            <!-- diffuse lighting -->
            <step plugin="crystalspace.renderloop.step.generic">
              <shadertype>terrain splat</shadertype>
              <zoffset>no</zoffset>
              <zuse/>
            </step>
          </steps>
        </step>
      </steps>
    </step>
    <!-- per pixel lighting -->
    <step plugin="crystalspace.renderloop.step.lightiter">
      <steps>
        <!-- diffuse lighting -->
        <step plugin="crystalspace.renderloop.step.generic">
          <shadertype>ppl</shadertype>
          <zoffset>no</zoffset>
          <ztest/>
        </step>
      </steps>
    </step>
    <!-- per pixel lighting with shadows -->
    <step plugin="crystalspace.renderloop.step.lightiter">
      <steps>
        <!-- stencil shadows -->
        <step plugin="crystalspace.renderloop.step.shadow.stencil">
          <steps>
            <!-- diffuse lighting -->
            <step plugin="crystalspace.renderloop.step.generic">
              <shadertype>pplshd</shadertype>
              <zoffset>no</zoffset>
              <ztest/>
            </step>
          </steps>
        </step>
      </steps>
    </step>
    <!-- per vertex lighting -->
    <step plugin="crystalspace.renderloop.step.generic">
      <shadertype>pvl</shadertype>
      <zoffset>no</zoffset>
      <zmesh/>
    </step>
  </steps>
</params>


37  Crystal Space Development / Game Content Creation / Re: Q: z-buffer and multiple semi-transparent objects? on: October 15, 2007, 02:38:17 pm
make sure that you using PER VERTEX lighting for your transparent objects.
e.g.
    <material name="abc">
      <shader type="standard">std_lighting_fixed</shader>
      <shadervar name="tex diffuse" type="texture">abc</shadervar>
    </material>
38  Crystal Space Development / Support / Re: Mesa 6.5.2 OpenGL fonts on: October 08, 2007, 12:38:40 am
Yes, probably driver issue. Some people noticed this too on Mesa and Intel drivers. The best is to use just original closed driver provided by nvidia / ati.
39  Crystal Space Development / General Crystal Space Discussion / Re: NURBS support? on: September 11, 2007, 07:36:16 am
CS supports bezier surfaces
40  Crystal Space Development / Support / Re: ODE physics misbehaving on: September 11, 2007, 07:26:35 am
check how phystut application works for you, using space you can shoot objects
if works fine, then you miss something in your application, if works bad then something is wrong with your ODE, try to use 0.6 without any combinations, just default compilation
41  Crystal Space Development / General Crystal Space Discussion / Re: iMeshWrapper::HitBeam() has strange behaviour on: August 14, 2007, 08:37:58 pm
Try to use lastest CS, not 1.0.
42  Crystal Space Development / Support / Re: problem with CS compiling on: August 13, 2007, 08:14:56 pm
post config.log here
43  Crystal Space Development / Support / Re: Another problem compiling CS on: August 13, 2007, 08:14:04 pm
post config.log here
44  Crystal Space Development / Support / Re: can not load cal3d on: August 01, 2007, 08:25:40 am
probably your cal3d installation is bad. (wrong version or directory not available for compiler).
whats your os, and where is your cal3d ?
45  Crystal Space Projects / Finished Projects / Jammer The Gardener on: July 25, 2007, 08:26:11 pm
Cartoon game for kids.
homesite: http://jammers.sourceforge.net/
projectsite: http://sourceforge.net/projects/jammers/
Used tools: Celstart (CrystalSpace 1.3 + CEL 1.3), Blender, Gimp, Gcc.

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