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76  Crystal Space Development / Support / Re: can you tell me how can i find the material of portal on: October 11, 2007, 08:38:17 am
Quote from:  link=topic=1436.msg6551#msg6551 date=1192024105
     Hi , I am very new in CS.
     In the last days, I have red something about portal from the user manual. And I have known  what is portal. But I still don't know how to use it. And I have read the "XMLWorld Tutorial" in the site. But the example of the Tutorial about how to use the portal seems can not work when I loding the level into walktest. I don't know why.
     Can you tell me where I can find the material of portal?

Portals have no materials. A portal is just a connection to another sector.

Greetings,

    But now I don't know how to use portal to connect the two sectors. Can I use 3ds max to create a portal and use the exporter to export it ?  Or should I have to add the portal by manual in the XML files which i have exported from 3ds max?
     Thank you very much!!
77  Crystal Space Development / Support / can you tell me how can i find the material of portal on: October 10, 2007, 02:48:25 pm
     Hi , I am very new in CS.
     In the last days, I have red something about portal from the user manual. And I have known  what is portal. But I still don't know how to use it. And I have read the "XMLWorld Tutorial" in the site. But the example of the Tutorial about how to use the portal seems can not work when I loding the level into walktest. I don't know why.
     Can you tell me where I can find the material of portal?
78  Crystal Space Development / Game Content Creation / Some problems about using 3ds max to export CS! on: September 09, 2007, 10:52:48 am
     Hi, all.
     I'm very new in CS. And when I  use 3ds max to export CS, I meet a lot of problems. I hope you can give me some suggestion to solve these problem!
     (1) After I open 3ds max, and using the menus of "planeshift" for the first time. It reports that " Compile error: Can't find include file:  sanityCheck.ms"
     (2) When I use rectangle to build walls but when I use "planeshift"to export to CS, It reports that" Runtime error: Mesh operation on non-mesh: rectangle". And when I try other tool , It give the same report. Such as Runtime error: Mesh operation on non-mesh: box or Runtime error: Mesh operation on non-mesh: teapot.
       
       please, please to give me suggestion!!   Thank you very much!!
       I am looking forward your reversion!!!
 
79  Crystal Space Development / Game Content Creation / Re: How to use a export map in the example "walktest.exe" on: September 06, 2007, 03:34:24 am
Well first you should read the suggestion that it gives. It tells you to use -relight. Do that first.

Also does your level have exterior walls with z-fill set? Note that CS by default doesn't clear the screen or z-buffer every frame. So the contents of the previous frame will remain visible unless you clear it somehow (usually with exterior walls).

Greetings,


the export map code from 3ds max which use planshift is following:
<world>
 <variables>
  <variable name="lightning reset"><color red="0" green="0" blue="0"/></variable>
  <variable name="LodM" value="-0.00666667" /><variable name="LodA" value="1.33333" />
 </variables>
  <textures>
    <texture name="spark.png"> <file>spark.png</file></texture>
  </textures>
  <materials>
    <material name="spark.png"> <texture>spark.png</texture></material>
  </materials>

  <plugins>
    <plugin name="thing">crystalspace.mesh.loader.thing</plugin>
    <plugin name="thingFact">crystalspace.mesh.loader.factory.thing</plugin>
    <plugin name="meshFact">crystalspace.mesh.loader.factory.genmesh</plugin>
    <plugin name="mesh">crystalspace.mesh.loader.genmesh</plugin>
  </plugins>

  <settings><clearzbuf>yes</clearzbuf><lightmapcellsize>32</lightmapcellsize></settings>

  <sector name="lightroom">
    <cullerp>crystalspace.culling.dynavis</cullerp>
    <meshobj name="wall">
      <plugin>thing</plugin>
      <priority>object</priority>
      <zuse />
      <params>
      <v x="9.39086" y="0.0" z="6.19289" />
      <v x="-9.89848" y="0.0" z="6.19289" />
      <v x="-9.89848" y="0.0" z="-10.5584" />
      <v x="9.39086" y="0.0" z="-10.5584" />
      <v x="9.39086" y="8.0" z="6.19289" />
      <v x="-9.89848" y="8.0" z="6.19289" />
      <v x="-9.89848" y="8.0" z="-10.5584" />
      <v x="9.39086" y="8.0" z="-10.5584" />
      <v x="9.09087" y="0.0" z="-10.2584" />
      <v x="-9.59848" y="0.0" z="-10.2584" />
      <v x="-9.59848" y="0.0" z="5.8929" />
      <v x="9.09087" y="0.0" z="5.8929" />
      <v x="9.09087" y="8.0" z="-10.2584" />
      <v x="-9.59848" y="8.0" z="-10.2584" />
      <v x="-9.59848" y="8.0" z="5.8929" />
      <v x="9.09087" y="8.0" z="5.8929" />

      <material>spark.png</material>
      <p name="wall_1">      <v>5</v><v>1</v><v>0</v><v>4</v>
      <texmap><uv idx="0" u="0.267606" v="0.0" /><uv idx="1" u="0.267606" v="1.0" /><uv idx="2" u="0.0" v="1.0" /></texmap></p>
      <p name="wall_3">      <v>6</v><v>2</v><v>1</v><v>5</v>
      <texmap><uv idx="0" u="0.5" v="0.0" /><uv idx="1" u="0.5" v="1.0" /><uv idx="2" u="0.267606" v="1.0" /></texmap></p>
      <p name="wall_5">      <v>7</v><v>3</v><v>2</v><v>6</v>
      <texmap><uv idx="0" u="0.767606" v="0.0" /><uv idx="1" u="0.767606" v="1.0" /><uv idx="2" u="0.5" v="1.0" /></texmap></p>
      <p name="wall_7">      <v>4</v><v>0</v><v>3</v><v>7</v>
      <texmap><uv idx="0" u="1.0" v="0.0" /><uv idx="1" u="1.0" v="1.0" /><uv idx="2" u="0.767606" v="1.0" /></texmap></p>
      <p name="wall_9">      <v>13</v><v>9</v><v>8</v><v>12</v>
      <texmap><uv idx="0" u="0.268212" v="0.0" /><uv idx="1" u="0.268212" v="1.0" /><uv idx="2" u="0.0" v="1.0" /></texmap></p>
      <p name="wall_11">      <v>14</v><v>10</v><v>9</v><v>13</v>
      <texmap><uv idx="0" u="0.5" v="0.0" /><uv idx="1" u="0.5" v="1.0" /><uv idx="2" u="0.268212" v="1.0" /></texmap></p>
      <p name="wall_13">      <v>15</v><v>11</v><v>10</v><v>14</v>
      <texmap><uv idx="0" u="0.768212" v="0.0" /><uv idx="1" u="0.768212" v="1.0" /><uv idx="2" u="0.5" v="1.0" /></texmap></p>
      <p name="wall_15">      <v>12</v><v>8</v><v>11</v><v>15</v>
      <texmap><uv idx="0" u="1.0" v="0.0" /><uv idx="1" u="1.0" v="1.0" /><uv idx="2" u="0.768212" v="1.0" /></texmap></p>
      <p name="wall_17">       <v>11</v><v>8</v><v>0</v>
      <texmap><uv idx="0" u="0.984447" v="0.017909" /><uv idx="1" u="0.984447" v="0.982091" /><uv idx="2" u="1.0" v="0.0" /></texmap>
      </p>
      <p name="wall_18">       <v>3</v><v>0</v><v>8</v>
      <texmap><uv idx="0" u="1.0" v="1.0" /><uv idx="1" u="1.0" v="0.0" /><uv idx="2" u="0.984447" v="0.982091" /></texmap>
      </p>
      <p name="wall_19">       <v>2</v><v>3</v><v>8</v>
      <texmap><uv idx="0" u="0.0" v="1.0" /><uv idx="1" u="1.0" v="1.0" /><uv idx="2" u="0.984447" v="0.982091" /></texmap>
      </p>
      <p name="wall_20">       <v>2</v><v>8</v><v>9</v>
      <texmap><uv idx="0" u="0.0" v="1.0" /><uv idx="1" u="0.984447" v="0.982091" /><uv idx="2" u="0.0155526" v="0.982091" /></texmap>
      </p>
      <p name="wall_21">       <v>1</v><v>2</v><v>9</v>
      <texmap><uv idx="0" u="0.0" v="0.0" /><uv idx="1" u="0.0" v="1.0" /><uv idx="2" u="0.0155526" v="0.982091" /></texmap>
      </p>
      <p name="wall_22">       <v>1</v><v>9</v><v>10</v>
      <texmap><uv idx="0" u="0.0" v="0.0" /><uv idx="1" u="0.0155526" v="0.982091" /><uv idx="2" u="0.0155526" v="0.017909" /></texmap>
      </p>
      <p name="wall_23">       <v>0</v><v>1</v><v>10</v>
      <texmap><uv idx="0" u="1.0" v="0.0" /><uv idx="1" u="0.0" v="0.0" /><uv idx="2" u="0.0155526" v="0.017909" /></texmap>
      </p>
      <p name="wall_24">       <v>0</v><v>10</v><v>11</v>
      <texmap><uv idx="0" u="1.0" v="0.0" /><uv idx="1" u="0.0155526" v="0.017909" /><uv idx="2" u="0.984447" v="0.017909" /></texmap>
      </p>
      <p name="wall_25">       <v>15</v><v>4</v><v>12</v>
      <texmap><uv idx="0" u="0.984447" v="0.017909" /><uv idx="1" u="1.0" v="0.0" /><uv idx="2" u="0.984447" v="0.982091" /></texmap>
      </p>
      <p name="wall_26">       <v>7</v><v>12</v><v>4</v>
      <texmap><uv idx="0" u="1.0" v="1.0" /><uv idx="1" u="0.984447" v="0.982091" /><uv idx="2" u="1.0" v="0.0" /></texmap>
      </p>
      <p name="wall_27">       <v>6</v><v>12</v><v>7</v>
      <texmap><uv idx="0" u="0.0" v="1.0" /><uv idx="1" u="0.984447" v="0.982091" /><uv idx="2" u="1.0" v="1.0" /></texmap>
      </p>
      <p name="wall_28">       <v>6</v><v>13</v><v>12</v>
      <texmap><uv idx="0" u="0.0" v="1.0" /><uv idx="1" u="0.0155526" v="0.982091" /><uv idx="2" u="0.984447" v="0.982091" /></texmap>
      </p>
      <p name="wall_29">       <v>5</v><v>13</v><v>6</v>
      <texmap><uv idx="0" u="0.0" v="0.0" /><uv idx="1" u="0.0155526" v="0.982091" /><uv idx="2" u="0.0" v="1.0" /></texmap>
      </p>
      <p name="wall_30">       <v>5</v><v>14</v><v>13</v>
      <texmap><uv idx="0" u="0.0" v="0.0" /><uv idx="1" u="0.0155526" v="0.017909" /><uv idx="2" u="0.0155526" v="0.982091" /></texmap>
      </p>
      <p name="wall_31">       <v>4</v><v>14</v><v>5</v>
      <texmap><uv idx="0" u="1.0" v="0.0" /><uv idx="1" u="0.0155526" v="0.017909" /><uv idx="2" u="0.0" v="0.0" /></texmap>
      </p>
      <p name="wall_32">       <v>4</v><v>15</v><v>14</v>
      <texmap><uv idx="0" u="1.0" v="0.0" /><uv idx="1" u="0.984447" v="0.017909" /><uv idx="2" u="0.0155526" v="0.017909" /></texmap>
      </p>
      </params>
    </meshobj>

    <light name="Omni01lightroom">
    <attenuation>none</attenuation>
      <center x="-6.95431" y="7.91878" z="-3.46141e-007" />
      <radius>20.0</radius>
      <color red="1.0" green="1.0" blue="1.0" />
    </light>
    <light name="Omni02lightroom">
    <attenuation>none</attenuation>
      <center x="5.63452" y="7.81726" z="-3.41703e-007" />
      <radius>20.0</radius>
      <color red="1.0" green="1.0" blue="1.0" />
    </light>
    <light name="Omni03lightroom">
    <attenuation>none</attenuation>
      <center x="-7.45127" y="0.510895" z="0.0" />
      <radius>20.0</radius>
      <color red="1.0" green="1.0" blue="1.0" />
    </light>
  </sector>
  <start name="Camera01"><sector>lightroom</sector><position x="-0.385156" y="2.33503" z="-3.93789" /></start>
   <sequences>
   </sequences>
   <triggers>
   </triggers>
</world>
80  Crystal Space Development / Game Content Creation / Re: How to use a export map in the example "walktest.exe" on: September 06, 2007, 02:41:57 am
   hi jorrit, thank you for your suggestion!!
    I had done the suggestion you told me! But after I use the  console to set the "-relight",the screen is still flickering . and whe I close the console ,the screen is also display the code after I used the console.The printscreen is following.

    may I ask you a more question. I don't know how to set "z-fii". Can you tell me where I can find the way to set the "z-fill"?!
    thank you very much!!
81  Crystal Space Development / Game Content Creation / How to use a export map in the example "walktest.exe" on: September 05, 2007, 03:50:03 pm
   Hi all!
   I'm very new in crystal space,so I hope to ask you a question.
   I use 3ds max to build a 3d model and use planeshift to export it to cs ,but when I use the export map in the example "walktest.exe" ,the screen is flickering. I don't know why?! The running time code is following.


E:\1实验室\游戏制作\cs-2007-07-04.014002\CS>walktest simple1
DEBUG: Sound System Software Renderer Initializing...

crystalspace.system:
  World saving enabled.
  Crystal Space version 1.3.0 [Win32-X86-VisualC] (Thu 24-May-2007).
  Created by Jorrit Tyberghein and others...

crystalspace.canvas.openglwin:
  GL driver: iglicd32.dll 6.14.10.4396

crystalspace.canvas.openglcommon.driverdb:
  Applied: Intel: Extreme Buggy Graphics

crystalspace.canvas.openglcommon:
  OpenGL renderer: Intel 865G (vendor: Intel) version 1.3.0 - Build
  4.14.10.4396
  Using windowed mode at resolution 640x480.
  Pixel format: Color: 32 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 64
  AccumAlpha: 16 MultiSamples: 0

crystalspace.canvas.openglwin:
  VSync is disabled.

crystalspace.graphics3d.opengl:
  Using VBO with 64 MB of VBO memory

crystalspace.system:
  Loading map 'simple1'.

crystalspace.engine.warning:
  Couldn't load cached lighting for 1 object(s). Use -relight to calculate
  lighting:
      wall

crystalspace.system:
  Precaching all things...

crystalspace.graphics3d.shader.fixed:
  Multitexture units: moderate 4

crystalspace.system:
  Precaching finished...
Total level load time: 0.75 seconds
  Computing OBBs ...
  --------------------------------------
  canvas exposed
  canvas exposed
Cleaning up...

   thank you very much!! I'm looking for your revert!!!
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