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Hegemege
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PostSubject: Definition   Tue Mar 30, 2010 2:15 am

What should this environment engine hold in it? What things do we require?

I noticed that there are quite many choices for video drivers in createDevice, what should we go with? Check their description. I am going to test DirectX 8 and 9 and OpenGL to see the real difference.

File structures should be conserned, I think that just basic 'data' folder with subfolders is enough.



EDIT: Okay, read this page and discuss:
http://www.irrlicht3d.org/pivot/entry.php?id=695

EDIT2: I tried my sword in Irrlicht, with no success. I kept getting a linking error and when I copypasted the same part from hello world, I got a .dll not found error even though I added the lib folder in VC++ Options.
Halp?

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Neko
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PostSubject: Re: Definition   Tue Mar 30, 2010 4:48 am

Well, just drawing a basic map. Like a forest or a small island. Give the room collision and add the ability to jump. That is basically what it will be.

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Hegemege
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PostSubject: Re: Definition   Tue Mar 30, 2010 5:05 am

Okay, I thought that it would have something to do with making our own SDK for future games... you know, makes stuff a lot easier, but it wont be necessary because our projects wont be that big in a few years.

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Commander~DEST
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PostSubject: Re: Definition   Tue Mar 30, 2010 5:51 am

Hmm. I will try to write a script to get your sword in. Can you put the .obj or .md2 in Dropbox?

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Hegemege
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PostSubject: Re: Definition   Wed Mar 31, 2010 12:25 am

I think Ill put the .blend in DB because I am not sure if I even exported it correctly.

EDIT: Done, can be found in C++/heges sword

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Neko
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PostSubject: Re: Definition   Wed Mar 31, 2010 12:38 am

I can export .md2 if needed be. Its really not that hard, most people just forget 1 step and that creates an error when exporting.

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PostSubject: Re: Definition   Wed Mar 31, 2010 2:13 am

Forget that you have to specify the filename, or make the texture be less than 64 chars long?

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PostSubject: Re: Definition   Wed Mar 31, 2010 4:08 am

Ok. I will work on getting the sword in ASAP. I've had a bit of trouble writing scripts from scratch. I think I have to specify the extensions, in this case I'll need to include Irrlicht. This whole thing is a lot harder than it seems. I've already so much. We've made a lot of progress in the last week, which is only how long we've been working with 3D. Keep up the good work, and I'll try to get a working script after many trials and errors.

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Hegemege
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PostSubject: Re: Definition   Wed Mar 31, 2010 4:54 am

I basically had the HelloWorld example open in another window and tried to write the functions out of my memory and then checked.

I think I know what the problem was, I'll check soon whether I was correct or not.

EDIT: my Irrlicht.dll file seems to be missing though its still there... hmhmmmm

EDIT2: Error resolved. I placed Irrlicht.dll into my SysWOW64(aka system32 but for 64 bits)

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Hegemege
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PostSubject: Re: Definition   Wed Mar 31, 2010 5:16 am

I got it working! FINALLY!

Drew my own model into a 3Dspace :3

I am still experimenting with the code to add the mesh and texture somehow from working directory... I just copy-pasted the directories this time but it works =D

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PostSubject: Re: Definition   Wed Mar 31, 2010 5:25 am

Hegemege wrote:
I got it working! FINALLY!

Drew my own model into a 3Dspace :3

I am still experimenting with the code to add the mesh and texture somehow from working directory... I just copy-pasted the directories this time but it works =D
I made a tutorial on this stuff. Sad

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Hegemege
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PostSubject: Re: Definition   Wed Mar 31, 2010 5:38 am

Available in Dropbox: C++/Sword_Irrlicht


on what stuff? working directory or Irrlicht?


EDIT: on Irrlicht?

I prefer self learning, but thanks for that too. The HelloWorld .cpp file had a nice commentary... and there's always google Smile

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