Doom3/Quake4 MD5Mesh

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sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

Progress:
I've converted the code from the mathlib that came with the original source to Irrlicht's math functions [I doubt the final source will be accepted for inclusion in the Irrlicht core if it uses its own mathlib :wink: ].

Unfortunately, the mathlibs aren't exactly equivalent and I'm having to debug some issues with the new Irrlicht-compatible MD5 loader/animator.

Once I have that sorted out I'll have a small test demo for people to try.
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

I am really curious if the md5 rendering will also be a feature for DX driver.
what is this thing...
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

needforhint wrote:I am really curious if the md5 rendering will also be a feature for DX driver.
Yes.
harukiblue
Posts: 49
Joined: Sun Dec 10, 2006 6:23 pm

Excited

Post by harukiblue »

I am new to this whole Irrlicht, and am strugling with some of the concepts . . . But a MD5 mesh and animator loader would defanently help. Please could you post a sample of your code, I dont understande how you load for example a .x and animate it with irrlicht. Or any file format, besides the ones done in the tutorials. Yes I am a noob atm, but I think if I saw some code loading a mesh and animating it, that it would help me. Thanks again so much for reading a noob post. What you are doing right now pwns btw.
nova-
Posts: 1
Joined: Sun Dec 31, 2006 12:22 am

Post by nova- »

cool. tagged.
Monochrome
Posts: 122
Joined: Thu Oct 19, 2006 11:43 am

Post by Monochrome »

Any news on this? would it support skeletical animation?
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