Hello!
I'm needing help using irrEdit and irrlicht together. My background is Director/Flash scripting, with a bit of C++. I've been through the examples, searched the forums and looked through the docs and I still have not been able to solve my problem, so I'm asking for help.
I need help in understanding exactly how I can reference the objects/nodes in my .irr scene once I load the scene in irrlicht.
I've had no problem loading individual .x files, creating nodes and even applying keyboard controls, but this is all by loading them one by one in my main file. What I can't figure out, is how to access these same objects brought in as an .irr file. Do I need to walk the scene node of the .irr file and create my nodes again for irrlicht, or, are these nodes already available and I just haven't figured out how to access them?
I'd really appreciate some suggestions on what I'm missing here. Any tuts that I missed, or code samples would be great! Thanks in advance!
Lorax
Can someone demonstrate using irrEdit and irrlicht together?
You can locate nodes by name, type or by id pretty easily, but that is about it.
If you write your own user data serializer, you get access to the nodes immediately after they are created so you don't have to go searching the scene graph for them. You could also do all of your special stuff in there.
Travis
Code: Select all
ISceneNode* node = smgr->getSceneNodeFromName("blah");
Travis
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- Posts: 156
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have a look at this
to get an idea how to use irredit and the engine together ahve a look at my howto in the "faqs, howtos, and tool lists " section of the forum named HOWTO: (C++) use .irr scene + game manager class
that should point you in the right direction
that should point you in the right direction