Quake 3 Map gone insane.
-
- Posts: 362
- Joined: Sun Dec 16, 2007 9:25 pm
Quake 3 Map gone insane.
Ok.. I'm trying to get this quake 3 map loaded into irrlicht, but as you can see from the picture below... it doesn't look right at all. The floor has somehow vanished!
Any help appreciated. Thanks
Any help appreciated. Thanks
Post this userbar I made on other websites to show your support for Irrlicht!
http://img147.imageshack.us/img147/1261 ... wernq4.png
http://img147.imageshack.us/img147/1261 ... wernq4.png
Looks to me like a nasty case of the back-face-culling-nitus. Try setting the backface culling material flag to false to see if thats the case.
Also, IIRC, the problem is that the normals are in the wrong direction so if you try to do collision, there might be problems. I'm not entirely sure, though.
Also, IIRC, the problem is that the normals are in the wrong direction so if you try to do collision, there might be problems. I'm not entirely sure, though.
Normals aren't used for collision, the winding order is, same for backface culling i believe.
Check your console output, does it say it's failed to load a huge number of textures? That may well be the problem. I explained somewhere else the other day that quake maps use a load of default textures supplied by the quake game and you don't have those in your little pk3 file. If you do have a copy of the game then you can take take the baseq.pk3 (something like that) file and load it into irrlicht and it should improve the number of textures loaded but may still not be enough (for some reason).
Unfortunately baseq.pk3 is effing huge so you can't distribute it (maybe not even legal too i don't know) but you can strip out any of the stuff you don't actually need from it to reduce the size.
Are you using irr 1.4? I think in this version there were vast improvements to the bsp loader and many more things were loaded from the maps that weren't before (though this could have been present in 1.3 as well).
Check your console output, does it say it's failed to load a huge number of textures? That may well be the problem. I explained somewhere else the other day that quake maps use a load of default textures supplied by the quake game and you don't have those in your little pk3 file. If you do have a copy of the game then you can take take the baseq.pk3 (something like that) file and load it into irrlicht and it should improve the number of textures loaded but may still not be enough (for some reason).
Unfortunately baseq.pk3 is effing huge so you can't distribute it (maybe not even legal too i don't know) but you can strip out any of the stuff you don't actually need from it to reduce the size.
Are you using irr 1.4? I think in this version there were vast improvements to the bsp loader and many more things were loaded from the maps that weren't before (though this could have been present in 1.3 as well).
-
- Posts: 362
- Joined: Sun Dec 16, 2007 9:25 pm
I turned off backface culling... and it wasn't that problem.
In the console it doesn't say anything about missing textures, it doesn't say it couldn't get anything.
Maybe it is baseq3.pk3, but then why does the tutorial's quake 3 map load, has it been converted?
Oh and yeah, I'm using Irrlicht 1.4
Thanks for the help
In the console it doesn't say anything about missing textures, it doesn't say it couldn't get anything.
Maybe it is baseq3.pk3, but then why does the tutorial's quake 3 map load, has it been converted?
Oh and yeah, I'm using Irrlicht 1.4
Thanks for the help
Post this userbar I made on other websites to show your support for Irrlicht!
http://img147.imageshack.us/img147/1261 ... wernq4.png
http://img147.imageshack.us/img147/1261 ... wernq4.png
-
- Posts: 362
- Joined: Sun Dec 16, 2007 9:25 pm
The huge floor thing is a skybox, and if I go close by it, its the same thing (Invisible)
Post this userbar I made on other websites to show your support for Irrlicht!
http://img147.imageshack.us/img147/1261 ... wernq4.png
http://img147.imageshack.us/img147/1261 ... wernq4.png
-
- Posts: 2
- Joined: Fri Aug 01, 2008 5:16 pm
- Location: Guatemala
The same problem
I have the same problem, it happend with many maps, I think Irrlicht is not loading everything from .pk3 file. Read this topic.
(Another ugly-loaded map)
(Another ugly-loaded map)
-[o].[o]-
-
- Posts: 368
- Joined: Tue Aug 21, 2007 1:43 am
- Location: The Middle of Nowhere
Irrlicht will fail to load any speciality textures/shaders. So, chalk, skyboxes, terrain textures, nodraw, water, etc will not show up at all.
Also, irrlicht does not fully support Quake 3 shaders or the bsp map format, so anything special in those departments will also fail.
Also, irrlicht does not fully support Quake 3 shaders or the bsp map format, so anything special in those departments will also fail.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
-
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
umm
It might also be that you're exceeding the single mesh poly limit(if quake maps load the objects as scene nodes).
Sorry if I'm wrong it's only a suggestion.
Sorry if I'm wrong it's only a suggestion.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar