Personally i am using it with 4.02I am using Purebasic v4.00. does the examples and the wrapper require a certain version of purebasic? what version of purebasic should i be using?
Of course you can change Textures on the Fly ( even create virtual cameras that would follow your players and display that inside the Stadion on a projector screen and so on ... Best check the Examples: Imagechanger and Render to Texture for that.1) is there a way to change textures on the fly for different football players? for instance let's say i want to use the same football player model for all the football players. how would i put different numbers on the player's jerseys, make players skin different colors etc. but use the same model? or use the same football player model for two different teams, but use different colors for each team's uniforms, etc.
2) same thing for the football field- how can i change the textures for end-zone for each team, etc.
To characters i have to say theres some planning involved if you want really good and dynamic results. Theres several approaches. The basic approach is to use one texture for the whole model and animate it via bones ( this is how quake 2 did it with their md2 format ) - this allows you to swap the entire model texture for different looks .. not very dynamic but easy to manage. The second method would be to define the 4 hardware given materials you have smart on the model ( skin, clothing, number .. etc. ) and adjust for example a skintonechnage the diffuse and or ambient values for the material - this allows with a simple basic colourlayer to set seamlessly any skincolour in a simple RGB Value. For the player number you could use a simple 2nd layer on the clothing. the third and most complex method would be to export the bodyparts as own models and group them together and then connect em with Joints and animate em with Bones ( this also would allow for decapitation including physics etc .. but this kind of splatter would prolly more fall into Drac's genre - unless playing football with ahead anyone ? )
the last method needs some serious model construction planning but total freedom later on - meaning you can even adjust the bodyparts for every character with a few simple parameters ( with, height, slimness etc. ). But lemme tell you this - i would start with a simple approach until you get a hang of it - as good character animation is one of the toughest things still - and one can find themselves loosing grey hair on it - altho Irrlicht gives you all the possibilities to do also the advanced stuff - but the understanding how it works is important Id start with the 4 Material Method as it would allow you to change some of the model details at least.
Examples for advanced Character Animation and such are in the queue but theres alot more which needs to be finished first ( the Function Manual for example :roll: )
EDIT: You may want to look at this tool for Animating.
http://www.misfitcode.com/misfitmodel3d/main.html
And more info about Characters -> MD3 from Quake3 here:
http://misfitcode.com/misfitmodel3d/olh ... modeltypes
And Another Excellent Tutorial for Blender (http://www.blender3d.org) and Character Animation.
http://wiki.blender.org/index.php/BSoD/ ... _Animation
Happy Coding,
Thalius