Re: [CsMain] Uses the Wrong Mesh

2009-04-18 Thread infinity
Yeah, I was going to tell you that might be it. Materials can do that kind of thing too. Braden Walters wrote: Problem solved. I had a suspicion it might have been related to this. The mesh in the charchter was named genCube and so was a mesh in the map. Changing the character to genFiro

Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-04 Thread infinity
/1/3 infinity infin...@infinityanalog.com mailto:infin...@infinityanalog.com *otherbody-*GetAttachedMesh cid:part1.07070505.0804@infinityanalog.com mailto:cid%3apart1.07070505.08040...@infinityanalog.com ()-QueryObject()-GetName(); that's just a guess, use cautiously

Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-03 Thread infinity
*otherbody-*GetAttachedMesh cid:part1.07070505.0804@infinityanalog.com ()-QueryObject()-GetName(); that's just a guess, use cautiously? Alessandro Verona wrote: Hi guys, I implemented *ColliderCollisionCallback::Execute(iDynamicsSystemCollider *thiscollider, iRigidBody *otherbody)

Re: [CsMain] tutorial/simple1 cs1.2.1 not working

2008-11-14 Thread infinity
I downloaded crystal-space 1.2.1 and compiled it. When you compiled it did it create simple1.exe and did that work correctly? (by showing a mesh) Carlos Eduardo Rodrigues Diógenes wrote: Hmmm... this is not what the tutorial say:

[CsMain] svn update rapidsvn

2008-10-17 Thread infinity
When trying to update from latest CS I get this error (at the very bottom), in win Vista, Rapid SVN. I don't understand what the error means can anyone tell me how to fix it or give me more information? Updated: c:/cs_full/CSY/plugins/physics/loader Updated: c:/cs_full/CSY/plugins/physics

Re: [CsMain] how to prevent culling behind walls

2008-07-07 Thread infinity
()-SetTriangleData(id,0); Greetings, On Sat, Jul 5, 2008 at 11:24 PM, infinity [EMAIL PROTECTED] wrote: ok, so I can set a flag for the meshwrapper, with SetFlagsRecursive? I don't know which flag I tried to look it up in the API/ manual, CS 1.2 thank you - Original Message - From: Jorrit

Re: [CsMain] how to prevent culling behind walls

2008-07-05 Thread infinity
: Saturday, July 05, 2008 9:46 AM Subject: Re: [CsMain] how to prevent culling behind walls On Thu, Jul 3, 2008 at 9:52 PM, infinity [EMAIL PROTECTED] wrote: I don't quite know how to word this, how do I set an object so it cannot block others (and make them invisible) in the dynavis type

[CsMain] how to prevent culling behind walls

2008-07-03 Thread infinity
I don't quite know how to word this, how do I set an object so it cannot block others (and make them invisible) in the dynavis type culling? This is c++ source code I mean not a map file. - Original Message - From: Amir Taaki To: CS developers and users list Sent: Thursday,

Re: [CsMain] Use of csTriangleMesh

2008-06-14 Thread infinity
it says meshtype lines and only has 2 verts... what does that mean? That it draws just an edge like blender's viewport can? - Original Message - From: Scott Johnson [EMAIL PROTECTED] To: CS developers and users list crystal-main@lists.sourceforge.net Sent: Saturday, June 14, 2008 5:31

[CsMain] render manager branch question

2008-05-13 Thread infinity
I'm interested in getting the render manager branch of crystal space, I see it says on the Apricot site Lighting things is pretty well covered in Crystal Space* right now; multiple lights can be rendered in one pass, and materials So does this mean that that is in the rendermanager branch

Re: [CsMain] Networking plugin design questions

2008-03-27 Thread infinity
Our idea is to write a pure CS networking plugin Oh good, people talked about cell net plugins so much I gave up hope of a CS one. - Original Message - From: Christopher Case To: CS developers and users list Sent: Thursday, March 27, 2008 2:44 PM Subject: Re: [CsMain]

[CsMain] light n values for render

2008-02-27 Thread infinity
In the CS manual it says, or seems to say, that multiple lights can be available to a shader program, (cg language shaders in my case) like light 1 color for example Lighting ‘N’ denotes the light number. The first light is light number 0. The upper limit for the value of ‘N’ depends on the

Re: [CsMain] light n values for render

2008-02-27 Thread infinity
2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ On 27.02.2008 16:23, infinity wrote: In the CS manual it says, or seems to say, that multiple lights can be available to a shader program, (cg language shaders in my case) like light 1 color for example Well, can does not mean is :P

[CsMain] shaders work but have error blending prob

2008-02-18 Thread infinity
I'm having a problem with running shaders, it seems like using a shader on a cal3d object is the problem, genmesh looks as expected. Basically the shader is working but there are white areas, or faces, blended with it, almost like the shader is blended with a non-blank buffer. If the shader is not

Re: [CsMain] download problem on cs site

2008-02-11 Thread infinity
Quoting infinity [EMAIL PROTECTED]: http://crystalspace3d.org/cvs-snapshots/gzip/cs-current-snapshot.tgz I just tried it and had no problem downloading the file. What error message do you get? -Marten This message was sent

[CsMain] download problem on cs site

2008-02-10 Thread infinity
I posted the below message the other day, It probably didn't get through since it had the wrong subject, but I still can't download the snapshot packages. I think other downloads from the site work. If someone could fix that up... Thanks (Sent: Friday, February 08, 2008 10:51

Re: [CsMain] Budget for Mmorpg

2008-02-08 Thread infinity
I am unable to download the snapshot shown below. It starts the download but quickly says server error after a low number of KB. I just tried cs-2008-02-07.035237.tgz and same problem. Can anyone fix it or tell me what to do? Thanks. cs-current-snapshot.tgz 08-Feb-2008 05:04 39M

Re: [CsMain] non power of 2 for 2d

2008-01-16 Thread infinity
Subject: Re: [CsMain] non power of 2 for 2d On Jan 16, 2008 2:06 AM, infinity [EMAIL PROTECTED] wrote: I just realized that using pixmaps that are non power of two are just rescaled and come out blurry, even with the TEXTURE_2D flag. Can't it just draw them at any dimensions

[CsMain] normal map with disconnected uvs issue

2007-12-31 Thread infinity
I was using a normal map with light_spec_bump (the normal map shader) and I saw that where uvs are seperated it was lighting the sides differently. Darker on one side where it should be the same for example. I tested several examples and found it was not related to bad UVs, flipped uvs, or

Re: [CsMain] normal map with disconnected uvs issue

2007-12-31 Thread infinity
Thanks. In this case the UVs are the only thing that effects it, , if they were all connected there is no problem, but I can't use them connected. The normals on the separated vertices may not match. This can happen if e.g. the model uses autonormals /. - Original Message - From:

Re: [CsMain] about Genjixs post : Re: second uv set for normalmaps

2007-12-19 Thread infinity
- Original Message - From: Pablo Martin [EMAIL PROTECTED] To: CS developers and users list crystal-main@lists.sourceforge.net Sent: Wednesday, December 19, 2007 6:05 AM Subject: Re: [CsMain] about Genjixs post : Re: second uv set for normalmaps infinity escribió: What script did Genjix use

[CsMain] about Genjixs post : Re: second uv set for normalmaps

2007-12-18 Thread infinity
I'm hoping I can get more information on this post below because I wanted to use multiple UVs in a shader too, this time for emit maps. What script did Genjix use to export the second UV? And all you have to do is use or modify a shader to use the second set? Something like normalmap uv =

Re: [CsMain] Code examples for dynamically blending 2 texture files?

2007-12-12 Thread infinity
Take a look at the manual where it talks about procedural textures. Also, my font example is the same, if you want to look at it. It draws an image onto another image which is then drawn on the walls. http://fadedearth.infinityanalog.com/project_tools/blendstylebmfont/blendsty lebmfont.zip -

Re: [CsMain] export cal3d from blender (script url)

2007-06-14 Thread infinity
/others/forums/cal3d_test.tar.bz2 Le mardi 12 juin 2007 à 09:35 -0700, infinity a écrit : I have a version of the old exporter that I have working, in a working game, but to get it there I had to understand blender, and the script in detail. Basicaly all fatures are working including LOD. So if you

Re: [CsMain] export cal3d from blender (script url)

2007-06-14 Thread infinity
Well at the time I used an unreliable method to trick it into working, rather than making fundamental changes all over the place. I havn't looked at the latest versions of CS anyway. I would of course, like to contribute any work I can to CS, I will have to see. - Original Message -

[CsMain] pixmap draw, makes a 3d plane

2006-12-28 Thread infinity
I am having a problem with a kind of 3d plane appearing when drawing a 2d pixmap. I don't know why it happens when drawing some things and not others. http://infinityanalog.com/epic/sterror.jpg In this image you can see the pixmap i am drawing, the rectangle at the bottom, like proress bars, drawn

Re: [CsMain] How to load teapot.lib?

2006-12-28 Thread infinity
Load it as a library if I'm not mistaken, there is some LoadLibrary function. - Original Message - From: Thomas Teufel To: CS developers and users list Sent: Thursday, December 28, 2006 3:07 PM Subject: [CsMain] How to load teapot.lib? Hello all !! I was on the way

Re: [CsMain] How to have an arrow-like mesh pointing to a givendirection

2006-11-29 Thread infinity
trans.LookAt(vector from object to point, normal object up direction); this works for me most of the time. A camera has an up of 0,0,1 an object is default 0, 1, 0 or thats what I see. - Original Message - From: Mario Lapin To: crystal-main@lists.sourceforge.net Sent:

Re: [CsMain] 3ds max cal3d exporting

2006-10-06 Thread infinity
LOD is basically not implemented so using it will cause graphical errors (in CS). The renderer can't draw less than the total number of vertices, since it gets the number by saying range_start - range_end . At least that is what I see. - Original Message - From: Genjix [EMAIL

[CsMain] old version to svn version

2006-09-21 Thread infinity
How exactly do I change my application made in the psudo stable release to work with recent SVN versions? The problem is things like GetObjectRigistry, GetButton, csevQuit seem to be undefined, my class is like this: class wstarter : public csApplicationFramework, public csBaseEventHandler but

[CsMain] Cal3d combine animations

2006-08-08 Thread infinity
I think someone told me on this list, a long time ago, that one could combine cal3d animations, such as 1 that moves the arms and one that moves the legs. I have tried every combination of settings I can think of, but the only combination is 2 AddAnimCycles, and the result is it blends them. By