converting

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fullforce
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converting

Post by fullforce »

Is there a way to convert a .max model or a max exportable model (like .3Ds) to a irrlicht format? I found a program that was made for converting .max to a blitz 3d, is this format supported?
hybrid
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Post by hybrid »

.3ds is also supported (but only non-animated). The Irrlicht website provides a feature list which tells you which formats are supported.
fullforce
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Post by fullforce »

I loaded a 3Ds. file into the demo test and I think you can see the huge loss in quality, how can I keep it close to the original max render? (looks the same in .X format)
Image
P.S. I'm not planning a rip of a Bungie game, just a test render.
hybrid
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Post by hybrid »

The quality of the mesh is pretty good. Now you need light and proper material settings. Some 3ds material settings are not supported, so you might have to play with the settings in MAX. And don't forget to scale normals when scaling the mesh, otherwise it will become pretty dark.
fullforce
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Post by fullforce »

You were right :) the problem was with textures. I had forgotten to change the loading textures from the example to master chiefs. The problem is he requires multiple textures, do I have to paste out

node->setMaterialTexture( 0, driver->getTexture("masterchief2.jpg")

every time with each texture?
hybrid
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Post by hybrid »

No, 3ds (as most other mesh formats) load textures on their own. Just read the console output and check in your 3d modeller which textures are used.
fullforce
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Post by fullforce »

I know what textures it used but I'm wondering if I have to say
node->setMaterialTexture( 0, driver->getTexture("masterchief2.jpg")
with every (30) textures I need to load?
Robert Y.
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Post by Robert Y. »

No, you have to read what hybrid wrote:
No, 3ds (as most other mesh formats) load textures on their own. Just read the console output and check in your 3d modeller which textures are used.
hybrid
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Post by hybrid »

It's sometimes a problem of the materials exported by your modeller. That's why you have to check first if Irrlicht tries to load the textures at all. Next check that the path to your textures is correct according to what Irrlicht tries (best is to put them in the same directory as your mesh). And as a last try you have to check with your modelling tool, maybe some textures are not correctly exported into the mesh file or are not bound to the faces at all.
I don't think that I can find more words to explain this issue, so please provide some more input if you still cannot find a way.
fullforce
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Post by fullforce »

ok, thanks, it only attempts loading textures I tell it to. There are about 15 textures that need to be loaded and each one loads when I tell it to and no other. Is there a way I can tell it to load all the textures?

I have all the textures in the same place as the one texture I told it to load (I changed the .bmp of the test model to the .jpg of the master chief model) but it seems to have lost some quality.

Image
monkeycracks
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Post by monkeycracks »

B3D is the way to go, My master chief model looks pretty good in that format.
fullforce
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Post by fullforce »

Is there a easy way to export files in B3D, and is B3D static meshes only?

I'm still wondering why it would drop in quality from the max render to the edgy other one. (there is a picture in my last post)
monkeycracks
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Post by monkeycracks »

B3D is animated.
Google b3d pipeline 3ds max

you'll have to get the b3d pipeline exporter and the max6 patch.
It works with 8 and 9 if you do that.
fullforce
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Post by fullforce »

When I changed the code to the .b3d file I received this error.
Image
monkeycracks
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Post by monkeycracks »

make sure mc2.b3d is in the same folder as your executable. You exported it from max right?
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