CCloudSceneNode - clouds with levels of detail

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki

Postby bal » Sun Jul 17, 2005 6:57 pm

Thanks for mirroring MikeR. Really beautiful to watch those clouds :).
General Tools List
General FAQ
System: AMD Barton 2600+, 512MB, 9600XT 256MB, WinXP + FC3
bal
 
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Postby bitplane » Mon Jul 18, 2005 6:18 pm

Glad you all like it :)

I fixed the broken download, thanks for mirroring MikeR!

@etcaptor, I'd love to see some screenshots if you make some other coole effects :)
@puh- They're not infinite, they just get more detailed as you get closer. You can rotate and move but not scale the clouds, I was just showing off rotation since you can't rotate particle systems.

and there's a new video here: http://www.bitplane.net/dump/cloud3.avi
User avatar
bitplane
Admin
 
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England

Postby finger007 » Tue Jul 19, 2005 6:43 pm

Hey - that looks awesome, man!

Keep on the great work and thanks for sharing!!
finger007
 

Postby Pr3t3nd3r » Wed Jul 20, 2005 4:36 pm

Nice ... but
i tried on .11 and it seems to be an z-order bug. Also it seems that you can only use png with alpha or else you get no good result.
The code is working only for OPENGL ... if you try using DIRECTX no think will be drawn.

And your programing: i think you sold use #include "CCloudSceneNode.h" not cpp in main,

CCloudSceneNode::CCloudSceneNode(ISceneNode* parent, ISceneManager* mgr, ITimer *devicetimer , s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale )
: ISceneNode(parent, mgr, id, position, rotation, scale)
in CCloudSceneNode.cpp and
class CCloudSceneNode : public ISceneNode
in CCloudSceneNode.h.

Nice ...
Pr3t3nd3r
 
Posts: 186
Joined: Tue Feb 08, 2005 6:02 pm
Location: Romania

Postby finger007 » Wed Aug 31, 2005 8:27 am

has anyone tried it in 0.12 already?
finger007
 

Postby bitplane » Wed Aug 31, 2005 5:16 pm

yeah, it was the first thing I tried - no joy :(

on Pr3t3nd3r's comments... where would I put the #include "CCloudSceneNode.cpp" then? down at the bottom of CCloudSceneNode.h seems messy
User avatar
bitplane
Admin
 
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England

Postby hybrid » Wed Sep 14, 2005 12:31 pm

bitplane wrote:on Pr3t3nd3r's comments... where would I put the #include "CCloudSceneNode.cpp" then? down at the bottom of CCloudSceneNode.h seems messy

:lol:
You should include only .h files. The .cpp files are compiled separately and linked against the other .o files from your app in order to form the final executable. You can also add the compiled CCloudSceneNode.o to your own version of Irrlicht.dll and don't think about it anymore (if you add the .h file to irrlicht.h it will be even completely automatic).
hybrid
 

Postby Pr3t3nd3r_guest » Thu Sep 15, 2005 6:06 am

when you get irrlicht include you have only .h files.
With your include there will be a .cpp file included too...

look at any node in irrlicht and see how are the include made.
You never use #include"bla.cpp" because .cpp is an implementation file not a definition file.
Pr3t3nd3r_guest
 

Postby bitplane » Thu Sep 15, 2005 4:06 pm

cool, thanks guys, i'll sort this out next time i release it, which will probably when i release my game
User avatar
bitplane
Admin
 
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England

Postby Cleves » Thu Sep 15, 2005 5:10 pm

Hey, bitplane isn't there anyway to make CCloud work in 0.12? I thought that Niko has fixed the Z problem.
Cleves
 
Posts: 224
Joined: Mon Sep 08, 2003 6:40 pm

Postby Midnight » Fri Sep 16, 2005 3:01 am

download rar format
download zip format

uhh wtf, I don't remember posting this lol.... 0.o
Last edited by Midnight on Tue May 18, 2010 6:23 pm, edited 1 time in total.
User avatar
Midnight
 
Posts: 1767
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Postby zenoid » Fri Sep 16, 2005 7:45 pm

can't run it using DX9, no particle is displayed. Did not dig into this pb but any one of you try this scene under DX9 ?
Anyway, many thanks for sharing your code.
zenoid
 
Posts: 40
Joined: Wed Jul 20, 2005 1:16 pm
Location: france

Postby bitplane » Sun Sep 18, 2005 9:34 pm

to tell the truth, I haven't upgraded to 0.12 yet. I had a quick tester to see if the clouds worked, but gave up the second they didn't.
I will upgraade when I start my next game, but its not worth it at the moment due to the genre.
User avatar
bitplane
Admin
 
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England

Duplicate partial post .... if any one want to test

Postby Pr3t3nd3r » Fri Oct 07, 2005 6:10 pm

If any one want to test to see if this solves the problem ...

And one question.
Why begeining with irrlicht 1.11 you have commented the line
material.ZWriteEnable = false; in
class: ..materialrender_TRANSPARENT_ALPHA_CHANEL
in every material render.h ?

I think that's why the cloud scene node form the project announcemets is not workink ...
Is that fixing any problem with 127 alpha? meybe you should do somethink for the cloud scene node(using png ...) to work too... a diferent render for textures with all alpha ...
(I haven't tested to see if that generate the error ..)
Pr3t3nd3r
 
Posts: 186
Joined: Tue Feb 08, 2005 6:02 pm
Location: Romania

Postby Pr3t3nd3r » Sat Oct 08, 2005 9:43 am

:cry: ... that's strage because in 1.12 i can't find any way to display images with texture alpha. ( the only result i get is total transparency on non tranparency ... 128 ) ... so making special effects like cool clouds is a little impossble ... :cry:
Pr3t3nd3r
 
Posts: 186
Joined: Tue Feb 08, 2005 6:02 pm
Location: Romania

PreviousNext

Return to Project Announcements

Who is online

Users browsing this forum: No registered users and 1 guest