Search found 8 matches
- Tue Feb 19, 2008 4:34 pm
- Forum: Advanced Help
- Topic: Terrain Size
- Replies: 7
- Views: 982
- Tue Feb 19, 2008 4:32 pm
- Forum: Advanced Help
- Topic: Terrain Size
- Replies: 7
- Views: 982
Gee!
Ok, now I sound like a 3D noob, well because I am... but, I need to have a large terrain, looks like I need to build support for this eh? Somehow I must be able to do it. I have seen games with huge terrains.
- Tue Feb 19, 2008 4:58 am
- Forum: Advanced Help
- Topic: Terrain Size
- Replies: 7
- Views: 982
Terrain Size
Hello,
I was playing with the terrain example and changed the height map to be a flat 1024x1024. It took quite a while to load, it did not render properly (it looked rectangular, not square, for the most part) and it brought the engine to its knees - down to about 9 FPS. 512X512 was no picknick ...
I was playing with the terrain example and changed the height map to be a flat 1024x1024. It took quite a while to load, it did not render properly (it looked rectangular, not square, for the most part) and it brought the engine to its knees - down to about 9 FPS. 512X512 was no picknick ...
- Fri Feb 15, 2008 7:00 pm
- Forum: Advanced Help
- Topic: Animate a Character
- Replies: 20
- Views: 3152
3DS Max Plugin
I was looking at the MD2 format and it should be doable. I do need to get more comfortable with Irrlicht.
Do any of you know of a good plug in to go from 3DSMax 9 to MP2? Not sure I like QTip.
Do any of you know of a good plug in to go from 3DSMax 9 to MP2? Not sure I like QTip.
- Fri Feb 15, 2008 3:06 am
- Forum: Advanced Help
- Topic: Animate a Character
- Replies: 20
- Views: 3152
QUAKE 2 accomplishes just that
With quake2 (md2 files) you can do something very close to that.. so
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh )
node->setMD2Animation ( scene::EMAT_RUN ); // or stand or whatever
not quite BVH in separate ...
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh )
node->setMD2Animation ( scene::EMAT_RUN ); // or stand or whatever
not quite BVH in separate ...
- Tue Feb 12, 2008 10:18 pm
- Forum: Advanced Help
- Topic: Animate a Character
- Replies: 20
- Views: 3152
yes...
but it is less work if somebody else already implemented how to load a bvh file
framework is great though. object oriented, great design, seems fast, allows you to get to nodes and modify meshes in a very intuitive way, no complaints.
- Tue Feb 12, 2008 6:52 pm
- Forum: Advanced Help
- Topic: Animate a Character
- Replies: 20
- Views: 3152
Thank you!
that is rough!
- Tue Feb 12, 2008 5:38 pm
- Forum: Advanced Help
- Topic: Animate a Character
- Replies: 20
- Views: 3152
Animate a Character
Does anyone know how to animate a character by loading animations form a file? I am a newbie. I know I can load an animated mesh, but I want to be able to load a mesh with bones, load some files containing animation information (collada for example, or bvh) and then play the appropriate animation by ...