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9005 Posts in 2043 Topics by 8260 Members
Latest Member: Lovelymae39
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16  Crystal Space Development / General Crystal Space Discussion / Re: can crystal space make a tank games? on: August 13, 2005, 03:03:51 pm
To be overly correct Crystal Space does not make any games,
but you can use Crystal Space to make a tank game Smiley

-M
17  Associate Projects / CrystalBlend Discussion / Re: Unsuported value of SCF_IMPL_N on: July 29, 2005, 07:26:55 pm
This is a bug in latest CS cvs. The person commiting scf_impl.h did not know that he needed to disable the inclusion of it in csutil.h (csutil.h is generated automagically). Should be fixed by now.

-M
18  Crystal Space Development / General Crystal Space Discussion / Re: Not portal engine using CS on: July 26, 2005, 06:54:06 pm
Just to make this clear.. Nothing in CS prevents you from not using portals and it will be efficient for outdoors too (and to mix).
For examples of this, look at PlaneShift for example.

-M
19  Crystal Space Development / Support / Re: Problems on VC2005 (aka VC8) on: July 19, 2005, 06:24:42 pm
Code:
// Include csconfig.h which contains the volatile configuration macros
#if defined (CS_WIN32_CSCONFIG)
#  include <csutil/win32/csconfig.h>
#else
#  include <csutil/win32/csconfig.h>
#endif

Just change the bottom include path, to the same as the one above it. Works
nicely.
That is not a solution to the problem, maybe a solution to the syptom Wink CS_WIN32_CSCONFIG should be defined in your projects settings, please read http://crystalspace3d.org/docs/online/manual/cs_4.21.3.php#4.21.3

-M
20  Crystal Space Development / Support / Re: Bumpmaps, Normalmaps etc... on: July 19, 2005, 06:20:16 pm
About the working on one computer and not the other.. what graphics hardware and drivers do you use? The parallax-shader and a few others requires quite some gfx-card (and driver support Smiley

Secondly about your last level.. the material have no shader, so it will use the default shader which is just diffuse software calculated lighting (calculated when you run with -relight). I assume you have at least one light. There is a second problem with that world.. in the material you reference a texture named "bricks.png", but you never load it

-M
21  Crystal Space Development / Support / Re: Include directory not there on: July 19, 2005, 06:30:18 am
There have never been any directory include\crystalspace .. Where do you see any reference to this?

-M
22  Crystal Space Development / Support / Re: Bumpmaps, Normalmaps etc... on: July 19, 2005, 06:29:23 am
Ok, first of all, the shader you are using does not only do normalmappng, it does parallax effect simulation and normalmapping..

Secondly, DDS does support storage of "normal" texture and normalmap in same file, however CS does not support that. You need one texture file with your diffuse texture and one with the normalmap

-M
23  Crystal Space Project Development / Bug Reports / Re: Current version (CVS) bug in aws2 on: July 16, 2005, 10:43:28 pm
AWS2 is currently very experimental and early in development.. so don't care about it Smiley

-M
24  Associate Projects / CEL Discussion / Re: JAM, Makefile and CEL on: July 16, 2005, 11:40:45 am
If you look in CS in apps\tools\jam you will find the source of jam and a makefile to compile it.

-M
25  Crystal Space Development / Support / Re: crystal 10 Pegetfielddefinitioninfo on: July 12, 2005, 12:17:56 pm
I think you have confused Crystal Space with Crystal Reports. We support Crystal Space here, for Crystal Reports go to a forum made for that:)

-M
26  Crystal Space Projects / WIP Projects / Re: archaeologic visualisation on: July 11, 2005, 07:31:54 pm
Well, i think you can disable shadows on a per light basis (i can be wrong on this) and thus use the "place lights" solution..
Or you continue to work on other parts and wait for the new lighting system which is being worked on. It includes a full radiosity lightmap computer...

-M
27  Crystal Space Development / Support / Re: Unsuccesful ./configure on: July 08, 2005, 11:48:03 pm
Eh, what you have seen is probably a note regarding cswin32libs.. the newest win32libs does not work with CS 0.98 (you need to match version)
Apart from that 0.98 does work (i just tested it in mingw, compiled fine)

-M
28  Crystal Space Development / Support / Re: Unsuccesful ./configure on: July 08, 2005, 08:23:12 am
Of course it works.. Where did you see that notice? Wink

-M
29  Crystal Space Development / General Crystal Space Discussion / Re: How to distribute a CS "App"? on: July 08, 2005, 08:19:37 am
Hi,

Here you got the LGPL wrong. The difference between the GPL and the LGPL, which is important for this matter, is that if you use an LGPL library (such as CS) you do not have to release the source of your application (just source of any changes you make to the LGPL work). There are some minior requirements (you must link dynamically), but it is in general no problem.

Take a look at some free installation software creator, such as nullsofts.

-M
30  Crystal Space Development / Support / Re: Problem trying to move the camera on: July 04, 2005, 06:41:54 pm

camara->GetTransform().LookAt(vectorDestino - vectorOrigen, csVector3(0,1,0));
This is not valid

csOrthoTransform ot = camara-> GetTransform ();
  ot.LookAt (vectorDestino - vectorOrigen, csVector3(0,1,0));
   camara->SetTransform(ot);
This on the other hand should work.. I cannot really see why it does not.

-M
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