Well you CAN do something useful with Engine3d

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Ollivier
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Post by Ollivier »

I removed this f... unusuable SaveSprite() and CreateFile() lines... I'm working in a USB key...
dracflamloc
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Post by dracflamloc »

ah ok, yea maybe a toggle or something would be useful
byo
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Post by byo »

Ollivier wrote:Fixed!
Hey, that's Fred and freak copyright word.
Ollivier
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Post by Ollivier »

:D
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NoahPhense
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Post by NoahPhense »

That's badass .. love it

- np
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Rook Zimbabwe
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Post by Rook Zimbabwe »

I want to be able to use more model types than .mesh!!!!!! :evil:
Binarily speaking... it takes 10 to Tango!!!

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http://www.bluemesapc.com/
dracflamloc
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Post by dracflamloc »

Use irrlicht then. OGRE (which pb uses), only supports .mesh.
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Rook Zimbabwe
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Post by Rook Zimbabwe »

It has been rumored that the new PB4.1 will not work with irrlicht :evil:
Binarily speaking... it takes 10 to Tango!!!

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http://www.bluemesapc.com/
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langinagel
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Post by langinagel »

Hi,

the fpstrainer is nice, but I cannot build a running version with PB4.31.
from the ogre.log:

  • 21:46:53: Creating viewport on target 'PureBasic Ogre', rendering from camera 'C0', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    21:46:53: TerrainSceneManager: Activated PageSource Heightmap
    21:46:53: Texture: Clouds.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    21:46:53: Mesh: Loading Robot.mesh.
    21:46:53: OGRE EXCEPTION(2:InvalidParametersException): Header chunk didn't match either endian: Corrupted stream? in Serializer::determineEndianness at OgreSerializer.cpp (line 90)
    21:46:53: Texture: skin.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    21:46:53: Texture: skinhit.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
how the h*** should I change the code or he data ?

any hints?


Cheers from Monaco
LN
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netmaestro
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Post by netmaestro »

I shouldn't be answering a 3D question! :roll: (I'm a 3D retard)

But I'll take a shot anyway. It looks like the robot mesh failed to load. Try using Robot.mesh from the PB 4.31 examples\sources\data\ folder and see if it works.
BERESHEIT
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Post by Thalius »

btw Irrlicht - i need some C++ Assistance within 1 Month or so and i can get a fixed version for 4.31 - atm am stuck with some compiler errors i dont get as am not that debugger savvy in C++ - Most is working - had to disable some functions for now but it runs nicely using a more latest version of irrlicht.

Am gone tho til August - on workduty traveling around fixing stuff. From August then i got time to program for fun again.

Cheers,

Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone! ;)"
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Kaeru Gaman
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Post by Kaeru Gaman »

Thalius wrote: From August then i got time to program for fun again.
and when do you plan to fix the version for 4.40? ;)
oh... and have a nice day.
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Post by Thalius »

:lol: theoretically it should run with 440 also - if theres not too much euh .. changes there ;)
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone! ;)"
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Rook Zimbabwe
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Post by Rook Zimbabwe »

I was thinkning that it would be very cool if there was some way to figure the alleged distance of the robot target fromt he shooter when hit... I like to snipe it when it is about 1/2 the size of the crosshair...

8)
Binarily speaking... it takes 10 to Tango!!!

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http://www.bluemesapc.com/
Ollivier
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Post by Ollivier »

@Rook

The distance? Maybe I don't understand really good what you ask, but if it's a distance between 2 entities in 3D, it's the Pythagore calcul:

Code: Select all

Procedure.F Distance3D(EntityA.I, EntityB.I)
  Protected DistX.F
  Protected DistY.F
  Protected DistZ.F
  DistX = EntityX(EntityA) - EntityX(EntityB)
  DistY = EntityY(EntityA) - EntityY(EntityB)
  DistZ = EntityZ(EntityA) - EntityZ(EntityB)
  ProcedureReturn Sqr((DistX * DistX) + (DistY * DistY) + (DistZ * DistZ) )
EndProcedure
If it's a distance an entity and the camera:

Code: Select all

Procedure.F CamDistance3D(Entity.I, Camera.I)
  Protected DistX.F
  Protected DistY.F
  Protected DistZ.F
  DistX = EntityX(Entity) - CameraX(Camera)
  DistY = EntityY(Entity) - CameraY(Camera)
  DistZ = EntityZ(Entity) - CameraZ(Camera)
  ProcedureReturn Sqr((DistX * DistX) + (DistY * DistY) + (DistZ * DistZ) )
EndProcedure
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