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Crystal Space Development / Support / Re: Migrating from csCollider to iDynamics
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on: December 04, 2008, 01:51:18 am
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AttachColliderMesh() is still the same; it expects collision polygons to exist in the mesh My mistake, I thought you were using irigidbody.AttachColliderMesh() not what I had in mine. My example does seem to work for normal genmeshes though, and having an icollider beforehand or not makes no difference, but I don't know what the collision polygons are. Also my example probably doesn't compensate for any moving of objects after the setup.
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Crystal Space Development / Support / Re: Migrating from csCollider to iDynamics
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on: December 02, 2008, 04:57:00 pm
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I don't understand everything you are saying, but I do have an example from my own app that initializes all meshes in a list to be static physics objects. I add any rigid bodies after.
Ignore the icollection part if it's a problem. One change I need to make to it is to check if each object was set to have no collider, and ignore it if so, but I don't know the place to check that yet.
iCollection *cl = engine->GetCollection(regio.GetData()); iMeshList *ml = engine->GetMeshes(); for(int i = 0; i < ml->GetCount(); i++) { if(cl->IsParentOf(ml->Get(i)->QueryObject()) ) { dynSys->AttachColliderMesh (ml->Get(i), ml->Get(i)->GetMovable()->GetTransform(), friction, restitution); } } }
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Crystal Space Projects / Project Discussion / Re: Set color
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on: November 10, 2008, 04:34:21 pm
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There are different ways with different benefits. Vertex colors for example, I think they can be set with iMeshObject.SetColor()? Those only work with a shader that reads them, like std_lighting. You could also change the texture it's self, like by drawing on it. You could just modify any shader to use a custom value.
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Crystal Space Development / Support / Re: Getting CS to work?
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on: April 11, 2008, 04:15:44 pm
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well I was trying to explain that cellstart is already compiled, it is basically CS with cell and python or something (I'm not sure exactly don't have it right now).
you seem to be saying you installed the win32 libs thing in the middle of the process. I can't tell you exactly what went wrong without seeing error messages etc.
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Crystal Space Development / Support / Re: Getting CS to work?
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on: April 10, 2008, 04:16:49 pm
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CS comes with documentation to answer that, you can also go to the CS homepage and click documentation. CEL is not required I was showing you wat it said about cellstart, which does not need to be compiled. See the main page for that too.
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Crystal Space Development / Support / Re: Getting CS to work?
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on: April 08, 2008, 04:56:58 pm
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like do I get a bunch of exe files (or at last one?) o.0? yes the main cs folder will have multiple .exe files and .dll files (windows) if compiled fully. Python is supported, and if you want to get straight to using it with Crystal Space and the features of Cell use CELstart - is a CEL-based environment for self-contained game packages, allowing easy game creation via scripting, thereby making the development process easier for those less proficient with C++. The package nature of games also make distribution simple. That is on the crystalspace3d.org homepage compiling is good too though since you will want that skill eventually.
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Crystal Space Development / Support / Re: Getting CS to work?
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on: April 07, 2008, 03:56:12 pm
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Well, do you know how to use the c++ programming language, and if not, do you want to learn? There are ways to learn that seperately from CS which would be best. There are also other posibilities, you could try to use the scripting languages that are supported, and you could use CellStart for that, I don't have much more info than that off the top of my head.
To answer about compiling, it requires a compiler software, and that converts the text code into executable files etc.
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Crystal Space Development / Game Content Creation / Re: Questions on Models w/ Bones
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on: March 05, 2008, 07:58:52 pm
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Right now, which format is best supported by the engine, I gues is what I'm going after here... maybe jorrit or another developer can answer that. For me, I care a lot about animation, so I developed the CAL3d plugin into my ultimate animation solution, though it still has problems, and it works specifically with the model and material system. So it also depends on what 3d app you want and how it works, and what shaders you might want...
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Crystal Space Development / Game Content Creation / Re: blender2crystal woes
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on: March 04, 2008, 05:45:09 pm
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The first thing to do is to get one of the example files from the b2cs site. When you click run, check for the same problems. If those test files work ok, then the problem is your settings in blender.
With lights, energy may not have any effect. set the color to a high value, and the distance to one that matches the scale of the scene. With textures, is the texture visible in blender in the texture view mode? Is there a material or multiple materials assigned that have different textures set?
If you are using the default b2cs values however it should work right away...
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