Search found 31 matches

by poulpi33
Sat Mar 07, 2009 11:44 pm
Forum: Project Announcements
Topic: IrrMax (wip)
Replies: 8
Views: 2650

tangents and binormals are now exported
by poulpi33
Sat Mar 07, 2009 2:26 pm
Forum: Project Announcements
Topic: IrrMax (wip)
Replies: 8
Views: 2650

material error fixed.
by poulpi33
Fri Mar 06, 2009 1:28 pm
Forum: Project Announcements
Topic: IrrMax (wip)
Replies: 8
Views: 2650

Ali_Hashemi wrote: But When I tried to change material type to "irrMat", This Error has occurred :
I found it is a problem with loading plugins when there are multiples of them in one file. Until i correct it, you can simply manually execute irrMax.mzp from the maxscript menu once after max started.
by poulpi33
Fri Mar 06, 2009 12:51 am
Forum: Project Announcements
Topic: IrrMax (wip)
Replies: 8
Views: 2650

IrrMax (wip)

I've started writing a maxscript plugin to export .irr scene and .irrmesh
You can download it here , put irrMax.mzp in your plugins folder.
I did it in max 2009 but should work on 2008, and may work on max 9.

http://www.ecranbl.eu/irr/irrMax.jpg

What's actually visible in the interface but do ...
by poulpi33
Thu Feb 19, 2009 1:51 pm
Forum: Beginners Help
Topic: irr mesh/scene exporter for max, wip, need help
Replies: 7
Views: 602

People have said before that the .irrmesh format is rather.... bad... due to the fact that it's XML. That makes its file size larger and also slower to load...

I'm just pointing that out so that people consider whether they're bothered about the filesize and load times. I'm not sure how much worse ...
by poulpi33
Thu Feb 19, 2009 1:12 pm
Forum: Beginners Help
Topic: irr mesh/scene exporter for max, wip, need help
Replies: 7
Views: 602

Indices start with 0
:oops:

Thanks !
3ds max start arrays and loops at 1 and not 0. I will decrement all indices by 1 and it should work then.

For animation i have to search the api doc and sdk to find how irrlicht load them. But afaik irrmesh does not have a type (like tangents, 2tcoords ...
by poulpi33
Thu Feb 19, 2009 2:07 am
Forum: Beginners Help
Topic: irr mesh/scene exporter for max, wip, need help
Replies: 7
Views: 602

irr mesh/scene exporter for max, wip, need help

hello,

I'm currently writing a full scene exporter plugin for max for irrlicht.
I need help for the mesh export (irrmesh format)

Here an export of a simple box with smoothings groups:

<?xml version="1.0"?>
<mesh version="1.0">
<boundingBox minEdge="-25.0 -25.0 -25.0 " maxEdge="25.0 25.0 25.0 ...
by poulpi33
Wed Jan 28, 2009 9:15 pm
Forum: Beginners Help
Topic: Reflections: Increase a camera's quality/resolution?
Replies: 1
Views: 239

Your reflection camera should not have a wider fov than your main camera ! It have to be the exact same camera, with position and rotation reflected. (you need to flip the projection matrix too, or flip the reflection texture, vertically).
Then if your render target for your reflection camera have ...
by poulpi33
Wed Jan 28, 2009 9:09 pm
Forum: Beginners Help
Topic: lightmaps + floor reflection working !!!
Replies: 18
Views: 5149

hey,
After posting in beginners help
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=32135
I saw your current project... studio.exe and must say congratulations, I've been trying to do that for month. I thought maybe you could help me a little in finding a good way to get lightmaps and ...
by poulpi33
Tue Jan 27, 2009 11:48 pm
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 402187

Shadowmap is not done yet, it's baked in the lightmap.
Download

Image
by poulpi33
Sun Jan 25, 2009 3:54 am
Forum: Beginners Help
Topic: draw chosen nodes ? multipass ?
Replies: 8
Views: 1469

Got it to work.
I first call drawAll() once with all my root nodes set to invisible, so it draw nothing but do animations. Then i manually render my nodes with render() , so i also need to manually cull scene nodes.
Camera animation is now smooth, here is my code:
(note: all my nodes are directs ...
by poulpi33
Mon Jan 19, 2009 9:24 pm
Forum: Beginners Help
Topic: draw chosen nodes ? multipass ?
Replies: 8
Views: 1469

I get it to work, and i use a global parent node for each pass with nodes that need to be drawn in actual pass as childs, so it become very easy to hide/show nodes at each pass (see code below).

But i've got a problem:

The animation of the camera fps is jerky (nothing to do with fps wich is around ...
by poulpi33
Mon Jan 19, 2009 7:45 pm
Forum: Beginners Help
Topic: draw chosen nodes ? multipass ?
Replies: 8
Views: 1469

Thanks for your answers !
I will try to create multiples nodes for each meshs for each renderpass, with one scene manager, so i won't need to modify materials and flags in a loop for each nodes, only set visible the nodes i need.
by poulpi33
Mon Jan 19, 2009 7:43 pm
Forum: Beginners Help
Topic: [Fixed] Max 2009 -> Irrlicht, multiple UVs, batch export
Replies: 26
Views: 4256

Batch export is possible ! With panda exporter maxscript tool
by poulpi33
Mon Jan 19, 2009 10:36 am
Forum: Beginners Help
Topic: [Fixed] Max 2009 -> Irrlicht, multiple UVs, batch export
Replies: 26
Views: 4256

I've imported the .x mesh in milkshape and re-exported it in .x, and it works. Like hybrid said, that confirm the problem is coming from how the .x is writen by pand exporter, wich seems differents from others.
I will try kW X-porter.
after reading over the thread again I'm little confused now ...