Search found 282 matches

by Ajare
Wed May 16, 2007 2:57 pm
Forum: Artists & Content Creators
Topic: animate lights
Replies: 2
Views: 646

Write a wrapper class for Ogre::Light, and update it each frame with whatever settings you want. Eg: void AnimLight::update (float frameTime) { mLightTime += frameTime; float amt = sin (mLightTime) * 0.5 + 0.5; mLight->setDiffuseColour (amt, amt, amt); } Would create a 'strobe' light. edit: Light al...
by Ajare
Wed May 16, 2007 8:33 am
Forum: Showcase
Topic: First showing - the new Portal Connected Zone Scene Manager
Replies: 47
Views: 24038

Damn you, I'm going to have to scrap my current project and start a new one using this scene manager now! Would you like an, ahem, better scene to show it off? This has got to be worthy of an official Ogre demo, and I still have to fulfil my promise to improve the demo art work. edit: had a brainlap...
by Ajare
Wed May 16, 2007 8:23 am
Forum: Using OGRE in practice
Topic: Embedding a scripting language in OGRE - too many choices!
Replies: 53
Views: 6255

You might want to look at Game Monkey script . It's definitely not for beginners, but it is very quick and works exactly how you'd expect a proper scripting language to. I say "not for beginners" because binding it is complex and the community is small, but it's a very good choice for heavy-duty scr...
by Ajare
Wed May 09, 2007 10:09 am
Forum: Developer talk
Topic: The Portal Connected Zone Scene Manager: SVN Version
Replies: 782
Views: 133104

If you wanted to be insanely awesome, you could finish off WorldMinion. ;)
by Ajare
Wed May 02, 2007 7:54 pm
Forum: Help
Topic: How do I reuse a particle effect?
Replies: 1
Views: 479

You can have more than one instance of a particle system template running at once - just give it a different name. ParticleSystem* windParticle = mSceneMgr->createParticleSystem("Wingtip1", "Wingtip"); SceneNode* windParticleNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("WindParticle1")...
by Ajare
Mon Apr 30, 2007 7:11 pm
Forum: General Discussion
Topic: Is it possible to write text using ogre?
Replies: 3
Views: 825

OgreChar is probably some typedef that's no longer used in recent versions. Regardless, it's just a normal char.
by Ajare
Thu Apr 26, 2007 10:08 pm
Forum: Showcase
Topic: Particle Accelerator [v1.0 released!]
Replies: 136
Views: 91663

For example, if you're casting a spell and you want particles to explode out of your hands, but you don't want the effect to keep looping, so you can tweak it and see how it would look in use in your game. That's pretty much what I'm planning to have - let you set points in an animation at which th...
by Ajare
Thu Apr 26, 2007 9:51 pm
Forum: Showcase
Topic: Particle Accelerator [v1.0 released!]
Replies: 136
Views: 91663

:?: Is it easy to resize the particle system, if we want it a certain size in relation to the mesh? Well, you'll have to play about with particle size, emitter speed, etc. It's trial and error, but not particularly difficult. :?: Does the grid units represent Ogre coordinate space units, or how is ...
by Ajare
Thu Apr 26, 2007 6:20 pm
Forum: Showcase
Topic: Particle Accelerator [v1.0 released!]
Replies: 136
Views: 91663

It would be cool to be able to view more than one particle system at the same time. For example, viewing two separate particles, "fire" and "smoke" together. I've already implemented this in the latest version. http://img78.imageshack.us/img78/3118/04262007181234qu1.th.png Most of the new code is d...
by Ajare
Thu Apr 26, 2007 8:47 am
Forum: Showcase
Topic: Particle Accelerator [v1.0 released!]
Replies: 136
Views: 91663

Though we are largely happy about the program but would like to have some crucial changes made. Now we obviously wouldn't expect you to do it, so we'd gladly make the changes we need ourselves... Well, try me. What changes are these - they may be useful for the current version I'm working on. The o...
by Ajare
Thu Apr 26, 2007 12:29 am
Forum: Showcase
Topic: Particle Accelerator [v1.0 released!]
Replies: 136
Views: 91663

asmo wrote:We like to do some tweaking, however, so I wonder if you'll release the source for this beast?
Yes.
by Ajare
Wed Apr 25, 2007 10:07 am
Forum: General Discussion
Topic: PM spam?
Replies: 29
Views: 2357

This kind of spam has just started appearing on another forum I visit, so unfortunately it might be here to stay.
by Ajare
Tue Apr 24, 2007 4:04 pm
Forum: Back to Basics
Topic: Class constructor parameter question...
Replies: 14
Views: 1593

But what about if you want to declare more than one pointer on the same line?

Code: Select all

int *x, *y, *z;
looks cleaner than

Code: Select all

int* x, *y, *z;
by Ajare
Mon Apr 23, 2007 11:08 am
Forum: General Discussion
Topic: DirectX 10 for Windows XP
Replies: 26
Views: 3399

Look forward to this getting stomped on pretty quickly by MS.
by Ajare
Mon Apr 23, 2007 12:51 am
Forum: General Discussion
Topic: can s.o. post a comparison of the network libs?or good libs?
Replies: 7
Views: 1552

would be nice if someone has implemented this "communication" already. The reason why no-one's done 'wrapped' it for Ogre is that everyone's going to have different needs - you'll need to decide what to send, whether/how to compress it, etc. Once you've figured that out, actually sending the data i...
by Ajare
Sat Apr 21, 2007 11:19 am
Forum: Developer talk
Topic: Particle script documentation not up-to-date
Replies: 1
Views: 744

Particle script documentation not up-to-date

The documentation - both online and that which is distributed with Eihort - for particle scripts doesn't mention the new functionality for emitting emitters. The relevant parameters are: emit_emitter_quota (in the attributes section), emit_emitter (emitter) and name (emitter).
by Ajare
Sat Apr 21, 2007 9:41 am
Forum: Artists & Content Creators
Topic: 3ds grouping
Replies: 1
Views: 423

Convert them all to Editable Poly and Attach them to each other.
by Ajare
Sat Apr 21, 2007 12:20 am
Forum: Help
Topic: [SOLVED] Compile error in custom particle affector
Replies: 4
Views: 613

Have you set your Affector class as _OgreParticleFXExport?
by Ajare
Thu Apr 19, 2007 12:13 pm
Forum: General Discussion
Topic: Game model question
Replies: 2
Views: 685

I'd go for 500 or so, but it's difficult to say. Target polycount is a frequently asked question, and a matter of personal experience. The best thing to do would be to create some models with various polycounts (just use spheres or something) and try them out yourself. Bear in mind that animation wi...
by Ajare
Wed Apr 18, 2007 7:16 pm
Forum: Developer talk
Topic: The Portal Connected Zone Scene Manager: SVN Version
Replies: 782
Views: 133104

Yeah, SceneManager is very underdocumented for such an important area. A step-by-step guide on making your own would be brilliant.
by Ajare
Wed Apr 18, 2007 3:41 pm
Forum: Help
Topic: [Solved] Defining opacity at edges of mesh
Replies: 6
Views: 670

It's more likely the filtering on the texture. Either turn it off, or set it to not be clamped (can't remember offhand how to do this).

edit: hmm, not sure you can set the clamping directly.
by Ajare
Tue Apr 17, 2007 11:23 am
Forum: Back to Basics
Topic: Problems with distrubuting my app
Replies: 29
Views: 3308

I don't have VC here to check, but apparently SP1 installs the redist to %VSINSTALLDIR%\SDK\v2.0\BootStrapper\Packages\vcredist_*\. I found this on the very first hit for "vcredist sp1", you may be interested to know.
by Ajare
Tue Apr 17, 2007 10:53 am
Forum: Showcase
Topic: Particle Accelerator [v1.0 released!]
Replies: 136
Views: 91663

Well, I've started work on the next version of Particle Accelerator. I should probably give it a silly codename like "Large Ogron Collider" or something. Anyway, this is where you people suggest features, etc, which you'd like to see. Stuff that I'm already thinking about: * Modeless dialog boxes, s...
by Ajare
Mon Apr 16, 2007 8:11 pm
Forum: Help
Topic: newbie question: showing selected object
Replies: 4
Views: 494

ManualObject is probably your best bet here.