Well, thanks for all replies
Some noobie questions 'bout maps and character :D
Some noobie questions 'bout maps and character :D
Im very new to Irrlicht, i guess you can see that
Well anyway i would like to ask about files called .max. I use 3D Studio Max to model everything and now that i have made the first tutorial for Irrlicht (which was pretty easy
), i would like to know is it possible to load .max files with Irrlicht? If it aint possible, is it then possible to change .max format to something that Irrlicht supports? Yeah im noob with Irrlicht and yeah im not english, so sorry if you dont understand what im saying, which i hope you do 
Well, thanks for all replies
Well, thanks for all replies
Thanks greenya. Now i faced a new problem. This is not animated mesh so i tried to do this almost same way than 01.Hello World tutorial, but change it a bit. Im hopeless noob...
Well heres the code:
And heres the error: cannot convert from irr::scene::IAnimatedMesh * to irr::scene::IMesh *
Types pointed to are unrelated; conversion requires reinterpret_cast C-style cast or function-style cast.[/code]
Code: Select all
#include "C:/irrlicht/include/irrlicht.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#pragma comment(lib, "C:/irrlicht/lib/Win32-visualstudio/Irrlicht.lib")
int main()
{
IrrlichtDevice *device =
createDevice(EDT_OPENGL, dimension2d<s32>(800, 600), 32,
false, false, false, 0);
device->setWindowCaption(L"Hello World!");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"Hello World!",
rect<int>(10,10,200,22), true);
IMesh* mesh = smgr->getMesh("C:/cpp/3DTraining1/3DTraining1/obj.3ds");
IMeshSceneNode* node = smgr->addMeshSceneNode(mesh);
if (node)
{
node->setMaterialFlag(EMF_LIGHTING,false);
}
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while(device->run())
{
driver->beginScene(true, true, SColor(0,200,200,200));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
Types pointed to are unrelated; conversion requires reinterpret_cast C-style cast or function-style cast.[/code]
Sry for double post
I got a NEW problem. The problem is that my character is not "full". Let the picture speak for itself:
http://img240.imageshack.us/my.php?image=picgk0.jpg
The left arm is missing and boots are missing too. What could be wrong? I have no clue, noob i am.
http://img240.imageshack.us/my.php?image=picgk0.jpg
The left arm is missing and boots are missing too. What could be wrong? I have no clue, noob i am.
-
Athlon_Jedi
- Posts: 156
- Joined: Wed Jul 21, 2004 4:29 am
- Location: Mishawaka, In
check your grouping
check to insure all your parts are in the same group in your modeler .
btw which modeling program are you using?
btw which modeling program are you using?