Search found 21 matches

by RanBK
Thu Dec 20, 2007 12:33 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature Request: Max studio import
Replies: 17
Views: 2143

I tested the 3ds and it's properly displayed by Irrlicht. So there is simply no more exported than what you can see in the Irrlicht display. Yes, that's the time when you have to manually add this stuff to your mesh from within your application. I checked the file and it does have the name of the b...
by RanBK
Thu Dec 20, 2007 9:33 am
Forum: Everything 2d/3d Graphics
Topic: Baking maps and High Resolution
Replies: 11
Views: 3336

By the way the 4096x4096 has nothing to do with max or irrlicht, its the largest supported texture size hardware can support on the gpu, I was thinking that would be the case. As for the textures, i wud suggest texture tiling, by breaking ur mesh up into 1024x1024 or less, and mapping the baked tex...
by RanBK
Thu Dec 20, 2007 2:20 am
Forum: Open Discussion and Dev Announcements
Topic: Feature Request: Max studio import
Replies: 17
Views: 2143

The contained 3ds file is not UV wrapped. It does not load any textures. You can see the terrain, but it's just vertex colored. I think you have to tweak your exporter options, or do some steps in MAX in advance. I thin kthe tutorial laso adviced to do so. Actually, it has a planer UVW map, Irrlich...
by RanBK
Wed Dec 19, 2007 2:34 pm
Forum: Everything 2d/3d Graphics
Topic: Baking maps and High Resolution
Replies: 11
Views: 3336

Yes, .3ds does support textures tiling. You can do it using modelling software, which all of them have this feature. You probably want to do it his way. Maybe you missed setting a UV map? I created the terrain in Max and I added planer UVW mapping. The issue is in Irrlicht, it won't render terrains...
by RanBK
Wed Dec 19, 2007 1:37 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature Request: Max studio import
Replies: 17
Views: 2143

We don't need tutorials, but the meshes you exported, and a screenshot of how it should look like. Then we could help. BTW: 3ds tiling has been fixed recently, many others should already work if exported correctly. But you can also manually edit the tiling. I just followed that tutorial. The only d...
by RanBK
Wed Dec 19, 2007 10:57 am
Forum: Open Discussion and Dev Announcements
Topic: Feature Request: Max studio import
Replies: 17
Views: 2143

not really, its a proprietry format meaning u pay to use it. meaning u have to pay for irrlicht(not gonna happen, cos irrlicht is free) i tried using max, its not allowed unless u pay for each distributed thing. You're being lied to. A format, in itself, cannot be legally protected. It is not a met...
by RanBK
Wed Dec 19, 2007 9:53 am
Forum: Open Discussion and Dev Announcements
Topic: Feature Request: Max studio import
Replies: 17
Views: 2143

Well, I am fast running out of options. I have tried every format Irrlicht has to offer and it either fails outright to load, or it corrupts the display of the textures. The majority of the time it is tiling and blending issues. I've only found a single way to import a blended texture terrain from 3...
by RanBK
Tue Dec 18, 2007 3:06 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature Request: Max studio import
Replies: 17
Views: 2143

I don't think it's legal to write a loader for 3ds max as it's protected by copyright (i guess so you can only use 3ds max to produce 3ds max files rather than some cheaper/free knock off). A loader is perfectly legal. Reverse engineering for the purposes of inter-operability is legally protected. ...
by RanBK
Tue Dec 18, 2007 2:44 pm
Forum: Open Discussion and Dev Announcements
Topic: Feature Request: Max studio import
Replies: 17
Views: 2143

Feature Request: Max studio import

There must be an easy way to do this...import a scene from Max studio so that it renders exactly the same as it does in Max studio... Create -> Export -> Load I'm spending most of my time trying to get content into Irrlicht, which is a major waste of development time. Please tell me something is in ...
by RanBK
Tue Dec 18, 2007 1:50 pm
Forum: Everything 2d/3d Graphics
Topic: Baking maps and High Resolution
Replies: 11
Views: 3336

Baking maps and High Resolution

As Irrlicht does not support tiling and blending when using .3ds files, I was forced to bake the terrain into a single diffuse map. The largest map that Max will me bake is 4096x4096. Even this produces a high loss of detail when viewing the terrain up close. Is there any other method of exporting t...
by RanBK
Mon Dec 17, 2007 2:16 pm
Forum: Beginners Help
Topic: Primitives - Too many Triangles... (Solved)
Replies: 14
Views: 2104

I found the solution to the .3ds texturing problem:

http://irrlicht.sourceforge.net/phpBB2/ ... tile#72058

I still don't have a solution to the my3d issue, but I guess its now moot as I can export in .3ds.
by RanBK
Mon Dec 17, 2007 12:52 pm
Forum: Beginners Help
Topic: Primitives - Too many Triangles... (Solved)
Replies: 14
Views: 2104

I just tried the same thing with a .3ds file. The terrain exports correctly, however, the texture does not blend properly. I simply get the two textures blended together and tiled once over the entire terrain. Basically, texture1 should be in the low areas and texture 2 in the high areas. Both textu...
by RanBK
Mon Dec 17, 2007 12:11 pm
Forum: Beginners Help
Topic: Primitives - Too many Triangles... (Solved)
Replies: 14
Views: 2104

Nevermind...I found a method to reduce the number of faces in Max by lowering the number of segments. Got it down to 20,000 and it still renders perfectly in Max. I have a different issue now though... When the mesh loads, it almost looks perfect, that is, until you move close. The textures appear m...
by RanBK
Mon Dec 17, 2007 11:43 am
Forum: Beginners Help
Topic: Primitives - Too many Triangles... (Solved)
Replies: 14
Views: 2104

Well, my3d is a pretty specific format in that it does not support some features other formats provide. I don't think that it supports "groups", instead it just decides about mesh buffers based on the material. So you will have to assign different materials for each part of the terrain th...
by RanBK
Mon Dec 17, 2007 9:53 am
Forum: Beginners Help
Topic: Primitives - Too many Triangles... (Solved)
Replies: 14
Views: 2104

Yes. A mesh scene node holds and displays a mesh. A mesh can hold multiple mesh buffers. Each mesh buffer holds the vertex buffer and index buffer arrays. Each mesh buffer essentially has a maximum of 65535 vertices. Ok, I was thinking that a mesh was a mesh buffer. Then each mesh would be applied ...