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Hey JohnK, 1) Ah, true enough....though wouldn't this also affect the object's graphical culling? so if the custom bounds were off of the screen, the object wouldn't be rendered? To give you a (hopefully) better idea of what I'm talking about. I'm attempting to set the physics and graphics up in a way like those older hockey tables
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Hey guys, I have a couple quick questions about SunBurn's current built-in version of BEPUphysics. 1) Is there any way to offset a scene object's graphics from its collision, or is the collision tied to the graphical bounding box/sphere? (it seems like this is a full BEPU feature only....that said, I suppose one way to mimic this would be to
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I'd recommend checking out the Dojo Example: http://www.synapsegaming.com/downloads/resource.aspx?guid=5bd8c013-8874-4da0-be48-94f11741bdf3 Then you can replace the Dojo model with your model. You might need to do some scaling so that your model makes sense in the scene, but that should get you at least to the point of being able to walk around
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Hey lonewolf, In general, users have to perform an activation every time a new version of SunBurn is installed (or uninstalled and re-installed), so the activation itself shouldn't use up a license. That said, since you're doing a complete reformat of your computer that might not be the case (I'm not sure offhand how the SunBurn guys keep
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Ah, good stuff! Thanks
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Thanks! :)
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[quote user="Sodoshi"]But what an awesome Iron Man competition![/quote] Haha, true enough.
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[quote user="Loyalwater"]2. Create new playerentity where the playerentity.World = New_spawnpoint.World;[/quote] Hm....the problem might also be that you're creating a new playerentity, whereas instead you should be simply modifying the world matrix of the already existing entity. Technically, if you create a new playerentity, it's
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[quote user="awethem"]It didnt work with the added indiefreaks references[/quote] 1) I'd recommend downloading the source files: http://igf.codeplex.com/SourceControl/list/changesets 2) Replace all of the old SunBurn references to the new ones and recompile IGF. 3) Finally, add the updated version of IGF to your project and see if you're
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[quote user="awethem"]i added the indiefreaks references to the content references[/quote] It might be unrelated to your issue, but if I remember correctly, I don't believe the latest compiled version of IGF has been updated to the latest refresh version 2.0.18.F yet, so that might cause some issues. [quote user="awethem"] I