If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
fullforce
Posts: 55 Joined: Sat Jun 03, 2006 5:23 pm
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by fullforce » Thu Feb 15, 2007 1:54 am
I exported it from max without changing any settings. Changed the name in the program, compiled and launched.
Luke
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by Luke » Thu Feb 15, 2007 2:09 am
Well,
could not load mesh, because file could not be opened.: mc2.3ds
is not the kind of error I'd expect loading a b3d mesh. You sure it's the b3d mesh your loading, and the filename is right.
fullforce
Posts: 55 Joined: Sat Jun 03, 2006 5:23 pm
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by fullforce » Thu Feb 15, 2007 2:31 am
I tried exporting something simple like a bench.
In the preview export b3d window
In the program
is this fixable?
monkeycracks
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by monkeycracks » Thu Feb 15, 2007 2:33 am
Are you using 1.2 or the SVN.
Luke
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by Luke » Thu Feb 15, 2007 2:36 am
The max exporter lets you export with a lot of non standard features, you need to be careful what options you export with.
fullforce
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by fullforce » Thu Feb 15, 2007 2:39 am
I'm using the 1.2 Irrlicht right now, what sort of options should I have disabled?
Luke
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by Luke » Thu Feb 15, 2007 2:45 am
Well don’t use any b3d extensions, don’t use the animation settings for the static mesh. But you need to play around with the settings, I don’t have max so I cannot help you much.
monkeycracks
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by monkeycracks » Thu Feb 15, 2007 2:53 am
Don't export morphs. That's about all you don't have to export. Should work otherwise.
I'd use the SVN though.
fullforce
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by fullforce » Thu Feb 15, 2007 3:04 am
Can you tell me a little bit about SNV? Is it a upgrade to Irrlicht?
monkeycracks
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by monkeycracks » Thu Feb 15, 2007 3:05 am
SubVersioN
Or at least that's what I think...
There's a tutorial in the FAQ's and Tutorials section on how to get it. You will have to recompile Irrlicht though. That's the annoying part.
fullforce
Posts: 55 Joined: Sat Jun 03, 2006 5:23 pm
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by fullforce » Thu Feb 15, 2007 3:40 am
by turning of the extensions I was able to load it, it's still only loading the one .jpg file I tell it to though, is there a way to manually tell it to load the textures?
monkeycracks
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by monkeycracks » Thu Feb 15, 2007 3:49 am
texture it up in 3dsm and it will do it
fullforce
Posts: 55 Joined: Sat Jun 03, 2006 5:23 pm
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by fullforce » Thu Feb 15, 2007 4:00 am
Ok, I'm useing the master chief as before, the only diffrence is I think the line telling it to load the one texture could be confuseing it. When I tell it to load the one texture it only loads the one
Code: Select all
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation ( scene::EMAT_STAND );
node->setMaterialTexture( 0, driver->getTexture("masterchief2.jpg") );
}
What can I safely remove to have it load all the textures?
(("masterchief2.jpg") is most of the texture, but when I tell it to load brown.jpg the master chief texture isn't loading, so I know that it's not loading any of the other textures, and that might be why the model looks odd.)
monkeycracks
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by monkeycracks » Thu Feb 15, 2007 4:16 am
If you textured it in 3dsmax and checked to export materials and textures, it'll automatically load them without you needing to set the material texture.
just remove setMaterialTexture line and see if that works for you....
hybrid
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by hybrid » Thu Feb 15, 2007 8:27 am
And don't use MD2 animation toggles for non-md2 meshes!