Question: Model information ( And a Little Reward for you!)

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dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Question: Model information ( And a Little Reward for you!)

Post by dejai »

Ok well I have done tutorial 7 Collison. I have changed the meshes with some quake ones. The data type of these meshes is md2 and the texture is bmp. Ok it all works fine, they are even animated.

Btw i don't want you to write the code for me you can show example but its best if I learn how to myself, resources would be best but either way.

A couple questions. some easy some probably not.. even if you just link resource that would help so much.

Ok 1, how do i change the way my model faces. I seem only to be able to change where its corrd. are and now which way it faces they all seem to face the same way and i cannot make them face another way.

Second, Is it possible without adding a physics engine to make the nodes or models collisonable. I made that world up lol. I mean if you walk into them it stops you? If so can you point me in a direction?

3. One of my models also has a gun but thats a separate md2 file and texture how do i join them together so the mesh holds the gun.

4. Is it possible to set meshes on patrol, like walk from a to b and back in a loop?

Thanks most are probably noobish and I am really sorry. For this to attempt to make it up to you i will link the site where you can get some md2 meshes and also the latest quake meshes from quake 4!! The quake 4 meshes are in md5 format and include one of the characters. The md2s work, and you can try the md5s i'm not sure though, probably won't work.

http://tfc.duke.free.fr/

P.S don't worry about all the stuff that comes with it go straight through the file find the textures and meshes put them in media, if your lazy like me simply copy the textures and open paint paste them then save it as a bmp or jpg or whatever is compatible and place that in media as well.

Thanks


:D :D
Programming Blog: http://www.uberwolf.com
Irme
Posts: 55
Joined: Sat Jul 16, 2005 8:24 am

Post by Irme »

Well i'll see if i can help you out a little :)

1) The easiest way i've found to change the way your model is facing is to use the node.rotation property and send it in a vector3d of how many degrees you want it to rotate on each axis.

2) I'm not 100% on this, but you should be able to add collision response animators to the different models to get that to work - just copy the idea from the collision tutorial and apply it to a player node as well. (not sure on this one)

3) No idea - but I would like to know too :)

4) There are flight path scene nodes that you can use to set a node to patrol a certain area. I'm pretty sure its in one of the tutorials - but you can always read more on the API on the main Irrlicht web page.


Well, I hope I helped you answer some of your questions. :)
dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Post by dejai »

thanks you helped out a lot :D
Programming Blog: http://www.uberwolf.com
Dances
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Location: Canada
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Post by Dances »

3) make the gun mesh a child of your character mesh and attach it to the hand bone of the character mesh. Scale and rotate appropriately.
dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Post by dejai »

Ok thanks though I do not know how to make a child for my mesh are any resources available.

Also can still not find how to rotate my mesh in game cannot find the function
Programming Blog: http://www.uberwolf.com
Dances
Posts: 454
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Location: Canada
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Post by Dances »

node->setRotation

When you create a node there is a parent parameter, tell it the name of your character's node.

You'll also have to get the hand bone of the model and stick the gun to that... I'm not sure exactly how that works..
dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Post by dejai »

Oh sorry i was going to say iu figured out how the rotation works, hehe than you.

Um ya ill need to get that bone thing working. Is their any tutorials on making guns work so i can shoot bullets??
Programming Blog: http://www.uberwolf.com
kburkhart84
Posts: 277
Joined: Thu Dec 15, 2005 6:11 pm

Post by kburkhart84 »

Dances wrote:node->setRotation

When you create a node there is a parent parameter, tell it the name of your character's node.

You'll also have to get the hand bone of the model and stick the gun to that... I'm not sure exactly how that works..
The only problem in the case of the md2 format is that it uses keyframes, not bones. So you can't attach the gun to the bone. But YES, you can parent the gun to the model and animate the gun as well. I believe the guns come animated the same as the models do, atleast as far as quake 2 models, not home made ones, so just attaching the node in the correct position relative to the model should be the best way to do it. You then have to set the animation of the "gun" model to the same frames as the other model.
omar shaaban
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Post by omar shaaban »

4. Is it possible to set meshes on patrol, like walk from a to b and back in a loop?
well u can make it your self !!

Code: Select all

strarting point :1  ending point :50

dest=50
while (mesh.x<50 && dest=50)
{
mesh.x++
}
if(mesh.x>50)
{
dest=0
}
while (mesh.x>0 && dest=0)
{
mesh.x--
}
if(mesh.x<0)
{
dest=50
}
thats it!! :wink:
and where is the little reward :twisted: :twisted:
Dances
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Post by Dances »

I believe the reward is supposed to be the link he gave.
dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Post by dejai »

Yes the link is the reward it allows you to download some of the old quake 2 models and it also allows you to get the new md5 of some of the quake 4 characters.

I just thought that would be a nice little reward for you for your effort in replying to my thread thanks heaps! :D :D :D :D :D
Programming Blog: http://www.uberwolf.com
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