Search found 716 matches

by x3n
Wed Dec 13, 2006 10:13 pm
Forum: Developers' Journals
Topic: Pirates Main Spaceship
Replies: 13
Views: 14294

OMG, another bug in Orxonox :shock: ;)

Looks great, I like it :D
by x3n
Wed Dec 13, 2006 10:10 pm
Forum: Bug Reports
Topic: [Solved] BSP Model Bug - Texture disappears
Replies: 6
Views: 5230

it works on all other levels too :)

good job, thx claudio :D
by x3n
Mon Dec 11, 2006 8:10 pm
Forum: Framework Development
Topic: Hardware
Replies: 7
Views: 18696

scaled with a factor 1: for high, 1/2 for medium, 1/4 for low. Ow, no scaling please... several textures are properly aligned. Scaling would wreck the whole look of numerous models and maps. What about something like mipmaps (the engine loads 1/4 of the pixels - each second row/column - and interpo...
by x3n
Sat Dec 09, 2006 11:23 pm
Forum: Gameplay
Topic: !POLL!: Interface/Camera Perspective
Replies: 15
Views: 30881

My main problem with interface b is that it really looks like one of those 20 year old shoot'em ups yes, that's true. one possibility would be, that we display a broad area, put semitransparent interfaces on both borders and restrict the player to the area between the interfaces. thus we have the w...
by x3n
Sat Dec 09, 2006 11:18 pm
Forum: Gameplay
Topic: !POLL!: Interface/Camera Perspective
Replies: 15
Views: 30881

Actually I don't see why interface a should prevent anyone from seeing the enemy early. it's all relative ;) if whe have a smaller area, the height is - relatively - higher than with a broad area. broad area: | . . . . | | . . . . | => 12 game elements on the screen | . . . . | small area: |::::| |...
by x3n
Sat Dec 09, 2006 5:46 pm
Forum: Gameplay
Topic: !POLL!: Interface/Camera Perspective
Replies: 15
Views: 30881

well, there are two things i have to say: 1) the strange perspective can be avoided by increasing the distance between ship and camera (zooming out) and decreasing the fov (field of view, the viewing angle) to something < 90 degree. the effect is like viewing trough a spy-glass: you are far away, bu...
by x3n
Sat Dec 09, 2006 2:19 pm
Forum: Developers' Journals
Topic: Space Station Interior
Replies: 26
Views: 20410

One more idea: Photo Communities like Flickr have pictures which can be used as textures. And all of them have clear licenses. Some of them even CC-by-sa or PD. http://flickr.com/photos/tags/texture (65,888 photos) thx, maybe I can use some photos... i'll have a look on them. the textures are not y...
by x3n
Sat Dec 09, 2006 12:47 am
Forum: Developers' Journals
Topic: Space Station Interior
Replies: 26
Views: 20410

i've wrote a tutorial on how to build a map for orxnox. it explains how to install and configure gtk-radiant and how to implement a map in orxonox. it's NOT a mapping tutorial, there are lots of them in the web. i attached a file, containing the 'common textures' for gtk-radiant. as the whole licens...
by x3n
Fri Dec 08, 2006 6:45 pm
Forum: Bug Reports
Topic: [Solved] Deadlink on orxonox.net
Replies: 2
Views: 2943

[Solved] Deadlink on orxonox.net

Well, one more bug:

http://www.orxonox.net/?category=content&site=index
if you click on "wiki", you get an error, because one "/" is missing ;)

No screenshots this time :P


(nowic said I should post this - blame him!)
:mrgreen:
by x3n
Fri Dec 08, 2006 6:39 pm
Forum: Bug Reports
Topic: [Solved] Collision detection affects viewing angle
Replies: 3
Views: 3201

[Solved] Collision detection affects viewing angle

In high-poly .bsp models, the view is affected by the collision engine, which results in very heavy jerking. This is strange, because the collision should only affect the position of the player and not his viewing angle. Ii don't know whether we get a new collision engine (claudio?) or not, but if w...
by x3n
Fri Dec 08, 2006 6:28 pm
Forum: Bug Reports
Topic: [Solved] Transparency in BSP models
Replies: 3
Views: 3277

[Solved] Transparency in BSP models

Let's start with a little introduction: I want to make a fog effect, based on several transparent sheets in a row. The farther you look, the more sheets you see and the foggier the view gets. But in openGL you can only see a transparent sheet through another transparent sheet, if the sheet behind is...
by x3n
Fri Dec 08, 2006 6:15 pm
Forum: Bug Reports
Topic: BSP bug in "Ambush at Uranus"
Replies: 1
Views: 2697

BSP bug in "Ambush at Uranus"

There is a small bug in the bsp model of the ambush at Uranus level. If you look in a specific angle at the ceiling of the gangway, the ceiling disappears and you see only some half-transparent stripes. This could cause some other display-bugs. http://svn.orxonox.net/data/contentcreation/pps/FabianL...
by x3n
Fri Dec 08, 2006 6:09 pm
Forum: Bug Reports
Topic: [Solved] Jumping Bug
Replies: 6
Views: 4844

[Solved] Jumping Bug

While testing the engine in high-poly levels, I discovered a strange bug. The less fps I got, the higher I could jump. In the pictures below you see the maximal jumping height with two different frame rates (look at the fps). Another effect is, that the waiting time between two jumps is much higher ...
by x3n
Fri Dec 08, 2006 6:02 pm
Forum: Bug Reports
Topic: [Solved] BSP Model Bug - Texture disappears
Replies: 6
Views: 5230

[Solved] BSP Model Bug - Texture disappears

as shown last wednesday, sometimes the texture layer of a bsp model disappears and only the lightmap remains. this happens sometimes when the player enters a room and sometimes in the middle of the room while looking in a specific direction. until now, i have no idea what could be the reason for thi...