Howdy all,
I'm kinda new to this whole thing. I've been programming for years, and have been creating MODs for Half-Life for a while. I've just downloaded the SDK for Irrlicht, and have had a good search through to see how it works.
To my question..
In the Quake3Map tutorial on the Irrlicht tutorials page, it shows how to load a Quake 3 BSP tree file, but it also loads a .pk3 file? I'm trying to create my own 'world' in 3D studio max, and have Irrlicht render it, but I'm not sure on how to load it. Does my .bsp file need a .pk3 file? What is the .pk3 file? How would I go about loading my own .bsp file made in 3d studio max into the Irrlicht engine?
Hope someone understood any of that
Thanks in advance,
Phreak
Maps
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- Posts: 41
- Joined: Mon Feb 16, 2004 7:37 pm
Exactly the same way, just load an other file format insted of bsp...hansmbakker wrote:In the collision demo a bsp map is used.
Can you use collision handling like that with non-bsp maps?
How do I have to do that?
Why you don't try it on your own ???
Is it a problem to load another file format and look if its working ???
You don't need a pk3 file, but than you have to put all files (meshes and textures) in a folder. If you whant to create level packs you can zip all nessesary files in an archive and add this file to the file system of Irrlicht. Than you can access the files in there, as they where in a folder...Phreak wrote:]Does my .bsp file need a .pk3 file? What is the .pk3 file? How would I go about loading my own .bsp file made in 3d studio max into the Irrlicht engine?
You can name these archive file as you whant (level.zip, level.pk3, level.evreythingyouwhant), Irrlicht reconises that it is an zip archive...
CU, Acki