need to be tested

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biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

need to be tested

Post by biotech »

could you please test this little demo:

www.geocities.com/svemirkoj/irrlicht/vgtl.zip

it has maya camera(instead panning it has selection which doesnt work very well)
d-debug window

textures are not done yet.
thanx
ich bin ein berliner
quark

Post by quark »

Cool. It works almost perfect. While rotating scene, view suddenly changes to something unexpected, shortly for one frame only.

How did you made this?
biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

i think it is a bug in irrlichts maya camera.
i am glad that works

well,models are animated in max and then exported with panda to x files.
then they are filtered with mview(this is a MUST if you want to use these files with irrlicht)

open the *.pk3 file with zip if you want to...textures are only templates made with texporter,max plugin (ofcourse they are first fixed with uvw modifier)

i tested this on few machines and it didnt work...but when i recompiled it,it worked?! i used d3d9 instead of opengl,but i think i should make some kind of options screen in which you can select renderer that suit your hardware the most.
thanks for testing this.
ich bin ein berliner
puh
Posts: 356
Joined: Tue Aug 26, 2003 3:53 pm

Post by puh »

Great! All worked on my machine.
As I've seen in .pk3 you animate all small details including springs, isn't it? Maybe it could be simplier to have one .x file with all objects and animation frames included?
biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

i thought to do so,but i got strange results,only the one part of the group was displayed and animated properly while others were black and their pivot points were dislocated.

springs are animated too,they are scaled over max's y-axis.max has its own dynamic spring object but that wasnt useful in this case.

so it works? cool.
ich bin ein berliner
biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

i forgot to mention another issue regarding animated *.x files.
i noticed that if you have same keyframes in two points in time they are ignored,so you have a gap when you import it in irrlicht.i dont know if anyone else experienced this while animating stuff in max.so i had to change same keyframe values for a small value like +0.0001 or -0.0001,this sux really,really sux.but eventually works.

i thought to make more interactive approach,to let the user move the key and enters the lock then to turn the plug with the key.this should be nice.

here is the screenshot for everyone that can not run the demo

http://www.geocities.com/svemirkoj/irrl ... erlock.jpg
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afecelis
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Post by afecelis »

whoa sweet!

so that's how keys work? man, 32 years to discover this mistery of the universe! :lol:


great job, everything ran fine.
Image
biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

very strange,so it works on three different machines,that is great.
it seems that it didnt work on only machine that it should:(
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biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

please i need more testers
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Christian
Posts: 15
Joined: Mon Jul 26, 2004 2:42 pm

Post by Christian »

Nice colors and animation. I watched it for a few minutes and i found no problems at all.
Nice work :D.
ManakelKEY

Post by ManakelKEY »

This is working on:

Laptop D600 (512 RAM, ATI9000 64, C97 Audio Emulation)
AMD 2200+ G4TI4200 128MO .
Ironfoot
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Joined: Fri Aug 22, 2003 12:30 pm
Location: Germany
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Post by Ironfoot »

worked fine on my machine (Athlon XP 1600+, 512 RAM, Geforce 4 MX 460)

Nice work!
Great Engine, Niko, keep up the good work!
etcaptor
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Post by etcaptor »

The demo crash at starting on my PC - P3 800, 512 MB RAM, ATI all in wonder pro 32 MB, XP, DirectX 8.1

Any idea? Sure is with directX version related.
biotech
Posts: 37
Joined: Sat Jan 31, 2004 1:46 pm

Post by biotech »

etcaptor wrote:The demo crash at starting on my PC - P3 800, 512 MB RAM, ATI all in wonder pro 32 MB, XP, DirectX 8.1

Any idea? Sure is with directX version related.
you must have directx9 installed
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bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

Worked, sig for system :).
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System: AMD Barton 2600+, 512MB, 9600XT 256MB, WinXP + FC3
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