Part of us are already signed up in the forum We will try make our changes in the engine as flexible as possible, to make them includable into the CaFU sources.HWGuy wrote:I hope they sign up on the forum to talk
Search found 85 matches
- 2012-03-28, 11:51
- Forum: News and Announcements
- Topic: Cafu Engine used in university game project
- Replies: 3
- Views: 19406
Re: Cafu Engine used in university game project
- 2012-03-23, 16:58
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Creating Texture Maps
- Replies: 13
- Views: 44064
Re: Creating Texture Maps
I made Texures yesterday with gimp in less than half an hour per 512x512 Texture. You only need the normalmap Plugin from here and this works perfectly. The only tool in gimp I needed were the clone tool to make the textures seamless and then playing around with the colors did the rest.
- 2012-03-21, 21:35
- Forum: Coding and Scripting
- Topic: Making a Minimap
- Replies: 3
- Views: 14205
Re: Making a Minimap
So, i have drawn a little example.
You only see the little piece of the Map your Position is currently on. The Rest is hidden because the map's size exceeds the size of the minimap container. The position of the map window is negative (Window positions are always relative to its parents).
You only see the little piece of the Map your Position is currently on. The Rest is hidden because the map's size exceeds the size of the minimap container. The position of the map window is negative (Window positions are always relative to its parents).
- 2012-03-21, 21:10
- Forum: Coding and Scripting
- Topic: Making a Minimap
- Replies: 3
- Views: 14205
Re: Making a Minimap
Hi X21, I think this is not very complicated. you need an image of your map for the Minimap. You need to create a material in the GUI folder of your mod with that image. You can get the position of your player, so you will only need to write a Method to get the player Positions into your GUI. The Po...
- 2012-03-19, 09:31
- Forum: Cafu Engine Support and Discussion
- Topic: Refraction for CaLight
- Replies: 4
- Views: 12955
Re: Refraction for CaLight
I thought about realism including underwater caustics and refraction in models with "Glass" Texture... That's why I asked... So I myself think it would be useful in some cases.
- 2012-03-17, 16:45
- Forum: Cafu Engine Support and Discussion
- Topic: Refraction for CaLight
- Replies: 4
- Views: 12955
Refraction for CaLight
Does CaLight already support refraction? I di not find anything on the site..
- 2012-03-16, 12:23
- Forum: Cafu Engine Support and Discussion
- Topic: Low frame rates on Ubuntu 10.04 LTS
- Replies: 3
- Views: 4993
Re: Low frame rates on Ubuntu 10.04 LTS
Which graphics card do you use? Do us use the proprietary drivers if ATI or NVIDIA?
- 2012-03-14, 16:24
- Forum: Coding and Scripting
- Topic: Changing EntityStateT for flexibility
- Replies: 8
- Views: 22810
Re: Changing EntityStateT for flexibility
Okay, I checked out a completely new copy of cafu :D The start runs rather good, The default values (public) in BaseEntityT are: VectorT s_Origin; VectorT s_Velocity; BoundingBox3T<double> s_Dimensions; unsigned short s_Heading; unsigned short s_Pitch; unsigned short s_Bank; I prefixed the "State va...
- 2012-03-13, 13:47
- Forum: Coding and Scripting
- Topic: Changing EntityStateT for flexibility
- Replies: 8
- Views: 22810
Re: Changing EntityStateT for flexibility
Okay, I understand how you plan to do it. My Problem is: When i shift the values into The Special Streams, how will I be able to separate them again if any Enitity may have other Option fields?
- 2012-03-11, 23:50
- Forum: Coding and Scripting
- Topic: Changing EntityStateT for flexibility
- Replies: 8
- Views: 22810
Re: Changing EntityStateT for flexibility
Okay, i am thinking about the following: We create a template class like this: template <typename T> class EntityVarT { private: T* Member; ///< Pointer to the member variable. unsigned long Mask; ///< Mask for this EntityVarT for client/Server Messages // Construct each EntityVarT with a value and ...
- 2012-03-11, 21:55
- Forum: Coding and Scripting
- Topic: Changing EntityStateT for flexibility
- Replies: 8
- Views: 22810
Re: Changing EntityStateT for flexibility
The night starts at 20:45, and so does the realisation of this topic
I am just wondering with which kind of dynamically-typed variable I should start, it needs to be something like
I am just wondering with which kind of dynamically-typed variable I should start, it needs to be something like
cf::GuiSys::WindowT::MemberVarT
- 2012-03-11, 21:11
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Shared Materials for World, GUI and Models
- Replies: 6
- Views: 16445
Re: Shared Materials for World, GUI and Models
Okay, here the corrected patch as attachment
I could only test it from svn - I am running LinuxMint
I could only test it from svn - I am running LinuxMint
- 2012-03-11, 21:04
- Forum: Coding and Scripting
- Topic: Dynamic GUI size
- Replies: 16
- Views: 32657
Re: Dynamic GUI size
Yes, I understand this. nur with the GUI size changed to 1024*768 and the "physical" application window or the screen resolution is 1024x768 like the default settings, the mapping is 1:1. I know that there are still some things to change in order to be able to have sharp GUI elements with real propo...
- 2012-03-11, 19:39
- Forum: Coding and Scripting
- Topic: Dynamic GUI size
- Replies: 16
- Views: 32657
Re: Dynamic GUI size
Okay, here it is: Index: Ca3DE/MainCanvas.cpp =================================================================== --- Ca3DE/MainCanvas.cpp (revision 483) +++ Ca3DE/MainCanvas.cpp (working copy) @@ -452,7 +452,7 @@ cf::GuiSys::GuiI* MainMenuGui=cf::GuiSys::GuiMan->Find("Games/"+Options_ServerGameName...
- 2012-03-11, 19:26
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Shared Materials for World, GUI and Models
- Replies: 6
- Views: 16445
Re: Shared Materials for World, GUI and Models
I tested everything I could, but within inclusion, the paths are still used from the root cmat files path. I tried to introduce a simple change to let the materialManager be able to use paths from the mod's basepath if starting with "#/". Here is a patch for this, if you want I create a ticket with ...