Dose any one know of any 3D max 9 exporter that will export to either .irr or any other usable format for irrlicht, cause I am having problems with the 3DS format. Every time it says:
Could not load the mesh, because it could not be opened.
Thanks
Blue Fly
3D Max 9 exporters
.irr is used for storing scenes not meshes.
You could try to export to .x with pandasoft exporter: http://www.andytather.co.uk/Panda/direc ... loads.aspx
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You could try to export to .x with pandasoft exporter: http://www.andytather.co.uk/Panda/direc ... loads.aspx
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Last edited by LLDD on Wed Feb 16, 2011 5:50 pm, edited 1 time in total.
It means exactly what it says: You are telling your game to load a mesh that is not there, try specifying the full path for example.Blue Fly wrote:what dose it mean by :
could not load mesh, because could not open file, field.X
BTW, field.X is a model of a field for a game.
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Last edited by LLDD on Wed Feb 16, 2011 5:50 pm, edited 1 time in total.
So, if I am specifying a zip folder, I should write...
device->getFileSystem()->addZipFileArchive("../../media/field.zip");
Or, do i need the full media pth? cause, i would like have it run on a flash drive properly.
But, should my media file be located in the project folder with the debug or what? BTW, I am still using VB C++ 2005
device->getFileSystem()->addZipFileArchive("../../media/field.zip");
Or, do i need the full media pth? cause, i would like have it run on a flash drive properly.
But, should my media file be located in the project folder with the debug or what? BTW, I am still using VB C++ 2005
device->getFileSystem()->addZipFileArchive("../../media/file.zip");
i use zip file because for me its easier to use i have my models textures and stuff like that in zip file and i can use it without any problems . for example:
AnimalNode[1]=smgr->addAnimatedMeshSceneNode(smgr->getMesh("dog.x"));
AnimalNode[1]->setMaterialFlag(EMF_LIGHTING,false); AnimalNode[1]->setMaterialFlag(EMF_BACK_FACE_CULLING,true);
AnimalNode[1]->setMaterialFlag(EMF_FOG_ENABLE,true);
and the dog.x is int the zip file directly.
if you archived a folder directly (folder itself not contents) you should use file/dog.x
I hope this helps.
i use zip file because for me its easier to use i have my models textures and stuff like that in zip file and i can use it without any problems . for example:
AnimalNode[1]=smgr->addAnimatedMeshSceneNode(smgr->getMesh("dog.x"));
AnimalNode[1]->setMaterialFlag(EMF_LIGHTING,false); AnimalNode[1]->setMaterialFlag(EMF_BACK_FACE_CULLING,true);
AnimalNode[1]->setMaterialFlag(EMF_FOG_ENABLE,true);
and the dog.x is int the zip file directly.
if you archived a folder directly (folder itself not contents) you should use file/dog.x
I hope this helps.
using Visual Studio 2003 , I use 3D Max 7, I love irrlicht its a really good and easy engine