tree with
animation blending and physics integration). There are some free tools
already available (you can preview PhysX integration in Maya, or
Bullet in Blender), but you need to fill the gaps (i.e. finish
COLLADA handling in CS, add states editor etc.).
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to
make a violent explosion? I want typical fireball explosion and also
if possible a mushroom cloud explosion.
So far the best I found was in celtst emit10, but it looks more like a
liquid based fire than a big explosion. Thanks!
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way to give a camera volume I think because point representation
is just crappy and a box doesn't represent a viewing volume as good as a
half sphere (as wide as view angle) for which a swept sphere is best.
On Tue, Jul 1, 2008 at 8:13 AM, Piotr Obrzut [EMAIL PROTECTED]
wrote:
hi,
why do
hi,
why do you need that?
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2008/7/1 Amir Taaki [EMAIL PROTECTED]:
Ok, but I'm not sure how this works to use bullet to do non dynamics based
collision detection.
On 6/30/08, Vincent Knecht [EMAIL PROTECTED] wrote:
bump- any ideas please?
Just wondering, did you
/mordobij/mordobij/src/dynamics/dyn_body.cpp?revision=1.24view=markup
Check the Ln 24-62 and check iAnimTimeUpdateHandler in CS api. In case
of problems, just write.
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/programowanie/cel
/cel-config-1.3: No such file or directory
no
configure: error:
*** CEL could not be found or was unusable. The latest version is always
*** available from http://cel.crystalspace3d.org/
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Hi Eric,
Sunday, October 14, 2007, 3:06:52 PM, you wrote:
On 10/10/07, Piotr Obrzut [EMAIL PROTECTED] wrote:
It claims that cs version is 1.1:
configure:12865: result: no
configure:13099: checking for cs-config-1.1
configure:13132: result: no
configure:13099: checking for cs-config-1.3
- I'm slowly going this way in IAEditor (i.e while
physics simulation I'm recording animation, which later can be easily
replayed in any direction). With this approach you can easily save such
replay to a file and have same results on other hardware.
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'ttree:
command not found' error. From what I remember it comes with perl,
and I'm sure I was installing all cygwin perl packages. How can I
get this tool?
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hi,
I have small problem when I'm checking my application on linux - the
$^ path points to /sbin/... directory instead of application
directory. What can be wrong here?
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Hi res,
Wednesday, August 29, 2007, 3:17:58 PM, you wrote:
On 29.08.2007 12:50, Piotr Obrzut wrote:
That's true, though I see same problems in CS wx plugin, check
csGraphics2DWX::FindPixelFormat (you will find 'RegisterClassA', or
const char* dummyClassName = CSGL_DummyWindow;).
You're
for
CS.
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: ' which looks working. The problem is that I don't
know which jam option is responsible for 'cflags' and 'lflags' (and I
guess they make the problem).
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Hi Eric,
Sunday, August 26, 2007, 11:38:22 AM, you wrote:
Piotr Obrzut wrote:
Ok, I've found that you need to add stuff like 'MsvcGenConfig
WX.LIBS : ' which looks working. The problem is that I don't
know which jam option is responsible for 'cflags' and 'lflags' (and I
guess they make
hi,
I'm trying to reuse jam build system from cseditor. Unfortunately I
have small problem with msvcgen - it creates project files with
wxgtk and pthread dependencies (I have same problems with cseditor).
What can be wrong here?
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can't find related differences between cseditor and wxtest jamfiles.
Searching for if [ Property build : projgen ] = msvc in CS dir
didn't help.
The AdditionalOptions string in CS is empty and in cseditor I saw
the stuff from my linux build.
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the binds (just only in C++). In this context I just
wanted to say, that when you will use Blender/PhysX Collada
loaders then it will be harder to put binds into xml.
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(I will
need to use unique names or ids for rigid bodies and colliders).
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and colliders).
It might not work, b/c with direct loading from data in Collada
format CS objects won't be created - engines own loaders will create only
their specific objects.
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wanted to make such plugin myself
in the past)
the ageia support and they told me that there is no problem with releasing CS
PhysX wrapper.
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that niftools thingy for you. My
advice: make it yourself, or pay someone to do this, but please *stop
writing about it*.
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Currently the project is only buildable with vc8, so there is no
sense in downloading it on other platforms right now - I'm going to
fix this problem right after finishing the documentation part of this
project.
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is another. I'm
wondering if I should create separate plugin for it in crystal
space... The only role of this plugin would be to handle making
animation frames in right time, and to make bones transforms
from bodies transforms.
Any ideas?
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(iRigidBody *body, iSkeletonBone *bone) = 0;
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iAnimationSource, or something).
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handed kwartz :) (objdefault_2 makes my objects tree look odd
:) )
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such files, but I would like
to force users (mostly me :)), to always use one zipped file,
containing mesh or world file with all dependencies available on relative
paths.
Anyone have better solution?
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to scene later.
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Hi res,
Friday, March 2, 2007, 1:21:51 PM, you wrote:
On 02.03.2007 12:31, Piotr Obrzut wrote:
hi,
I have following problem:
My editor application have its own vfs.cfg. It also have an option
to start new 'project' with given world file, or to load external
mesh.
For now
Hi res,
Friday, March 2, 2007, 3:04:09 PM, you wrote:
On 02.03.2007 13:37, Piotr Obrzut wrote:
the problem still exists when user will add new files to the project
later (the app won't change world file, it should be mostly used to
record animation and export the physics properties alone
Hi res,
Friday, March 2, 2007, 3:45:36 PM, you wrote:
On 02.03.2007 15:39, Piotr Obrzut wrote:
yes, but what I was trying to say is, that not all data might be in
that dir right away (i.e user might need to add some meshes that will
affect simulation, but they won't be connected to world
hi,
what does the objdefault meshfactory in kwartz model?
When I've removed it, then one of the arms disappeared, but I had
additional mesh on scene (which returned me undefined skeleton
pointer...).
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heightfield collider) - so I would like
you guys (Hristo) to keep working on the old plugin, trying to discuss
eventual design problems.
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hi,
how can I get updated normals (and/or vertices) of animated genmesh?
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hi,
how can I get texture data (i.e pixels) when there is no 'image'
connected?
I want to read texture data after r2t operation.
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Hi res,
Monday, February 12, 2007, 5:54:15 PM, you wrote:
On 12.02.2007 17:44, Piotr Obrzut wrote:
hi,
I would like to get all texcoord of every mesh on the scene, how can
I do this? (iPolygonMesh gives no access for them).
TCs are stored in a mesh-dependent way. So you have to go
Hi Jorrit,
Tuesday, February 13, 2007, 12:01:19 PM, you wrote:
On 2/13/07, Piotr Obrzut [EMAIL PROTECTED] wrote:
Thanks. Now I would like to set second (or higher) texcoord of every mesh - I
would need to do this only once, what do you suggest?
What exactly do you mean by this? Setting
hi,
I would like to get all texcoord of every mesh on the scene, how can
I do this? (iPolygonMesh gives no access for them).
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Using
to bind
this data with vertices. I would probably need to pass suitable texture
coords of given occlusion texture.
Which way would be best? (1, or 2)
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animations and physics
mix with something better than cally . Also one interface for skeletal
animated models would be really nice in CS (I promise to code the
cal3d part if we will agree on such interface).
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hi,
Piotr Obrzut wrote:
It does, with new terrain system (another SoC project) which supports
terrain paging (old system does too), you can setup your app to load
things only needed for specific terrain cell.
This is only for terrain, correct? Not other geometry objects, or textures
hi,
when I try to scale down my model with
hardmove
matrix
scale all=.5 /
/matrix
/hardmove
then its animations starts to be messy (i.e it have twisted hands).
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for specific terrain cell.
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.
**
Why it is a problem for me? I want to have clear situation, i.e for
2 materials:
OutputColor = splat_alpha1*color1 + splat_alpha2*color2;
//I don't want to have any influence of base material
Is this possible?
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/
/layer
/fixedfp
/fp
/pass
/technique
unlike to old system I don't see any reference to LOD.
Could someone explain me how it should work?
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and if it
looks ok.
I have tried it on gf 7600 GO and gf 6600 gt (both winxp). It looked
very nice (esp. compared to old default level) and was working fast
enough on both. I hope the outdoor scene will be included too.
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hi,
I think I've found a bug in cs r2t, I see clear color (pink) that should
be only visible on texture render target - this happens when I do
or not use fbo.
The app:
www.ragecomm.com/obi/water_test.rar
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,-y,z and opposite (at last
it looks like that). It even isn't consistent (for 2 shaders the
light input position might differ).
Anyone could tell me what might be wrong?
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LOD, in my opinion the last
picture shows some problems with animation (the legs and hands are
twisted when I run 'walk' animation). I've checked the model without
cs and I've noticed same problem.
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C
kernel32.dll!7c816fd7()
[Frames below may be incorrect and/or missing, no symbols loaded for
kernel32.dll]
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hi Jorrit!
Are you sure you did a full clean build? Always do that when strange
things are happening.
I did that several times, including deleting out directory.
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C++
tto.exe!main(int argc=3, char * * argv=0x003d4f08) Line 36 C++
tto.exe!__tmainCRTStartup() Line 586 + 0x19 bytes C
tto.exe!mainCRTStartup() Line 403 C
kernel32.dll!7c816fd7()
I'm working on winxp gf6600GT
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del req.args['owner']
KeyError: 'owner'
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://www.ragecomm.com/obi/clip_right.jpg
(terrain and trees are clipped right)
this problem occurs only for mine meshes.
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, but prior to camera.
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are rather same...
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backup techniques required).
The plugin: www.ragecomm.com/obi/water.rar
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++
iaeditor.exe!__tmainCRTStartup() Line 586 + 0x17 bytes C
kernel32.dll!7c816fd7()
iaeditor.exe!iaMainFrame::CreateControls() Line 188 + 0x5c bytes
C++
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: it looks that light 0 position is mixed up in
my case.
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Get stuff done
hack is still needed unfortunately. My hack works
in general, but I have problem with glClipPlane and vertex programs, anyone
have idea how to solve this issue?
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- it just shows what's below
terrain when you look up with 'normal' camera (especially when water
isn't deep).
So the problem is: lack of clipping plane for everything below water
level. Unfortunately this can't be solved with portals hack (or can
be?)
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. There was some talk yesterday on irc about fbo. How it was
ended?
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) when warp transform don't...
I'm confused right now, I'm quite sure I didn't noticed this problem
before and I though it will be clipped by portal mesh (btw with above
flags setup the picture shouldn't be clipped at all, right?).
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hi,
I have problems with rotation of my meshes. They was working ok for
a long time, and I'm quite sure it is some cs change at fault here.
Could somebody point me the change that might be responsible? (I'm
sure I had it working 3-4 weeks ago).
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Hi Jorrit,
Saturday, August 12, 2006, 1:28:54 PM, you wrote:
Can you be more specific to the problem? What exactly is going
wrong?
sorry, I forgot to write: 'y' is mixed with 'z' - they are laying on the
ground, when they should stand.
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order when you use csSimpleRenderMesh (halo
components) can you? Is there an alternate way to solve my problem?
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colliders :))
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point :). Such list isn't legal without agreement from each person (at last here).
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Get
. what would I need to do, to render objects 2 times with different set
of shaders? The only way will be to change material on every one?
Or I can use renderloops somehow?
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that are already done for cs cd system based on opcode
- I don't know which is worst ;).
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into consideration that former
may use different triangulation method: how can we have collider looking
similar to displayed one (i.e avoid avatar walking through slopes)?
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/
our ml list: iaeditor-main@lists.sourceforge.net
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Hi Ross,
Cal3d has it's own maya exporter.
I know, but it don't produce cs lib file for cal3d. Modeler from my
project wanted me to do some kind of script that will do that, but I
thought maya2cs should have something like this.
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Hi,
I'm writing b/c I'm wondering if maya2cs supports cal3d format. I
don't have maya myself, but I would like to know if it does it and
how to do this.
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)?
And here is the answer:
there is special lod value for terrain called (suprise:))
cd resolution;
in xml it will look like that:
lodvalue name=cd resolution350/lodvalue
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.exe
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Hello, I would like to announce our project.
Currently a group of us have been working on a 3d mmorpg using many high end
libs like CrystalSpace3D, Crystal Entity Layer, RakNet, OpenAL, ODE,
SpeedTreeRT, SpeedWindRT, and AngelCode. This is a large scale closed src
project that is going for
will be happy to
PO know them.
My question is: could this changes broke my geometry setup for
quads?
r Unlikely.
now (after latest cs update) the're no problem with diplaying cs
quads.
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/video/render3d/opengl/gl_render3d.cpp?r1=1.319r2=1.320
(but even using previous file version didn't solve my problem)
My question is: could this changes broke my geometry setup for
quads?
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methods). Suetside did update yesterday too
and celtest command input wasn't working for him.
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\csutil\scf_interface.h(132) : see
declaration of 'iBase::RemoveRefOwner'
d:\programowanie\CS\plugins\engine\3d\meshgen.h(114) : see reference to
class template instantiation 'csArrayT' being compiled
with
[
T=iMeshWrapper
]
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texture)
PO btw. one more question: how can I display texture on backface too?
ach, and I forgot to write that I was trying to use reflect and
stat_dyn_reflect shaders (first wasn't affected by alpha at all,
second - see pictures)
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