Hello, I've been running through about 20 Q3 levels, and none seem to render completely correctly (v.1.4)
Sky boxes missing.
Transparencies not working correct, especially not sorted.
Cut-outs (leaves etc) are black, not transparent.
Levels overall very dark, compared with screenshots of levels.
I want to use Irrlicht as a bases for experients with full screen pixel effects, but I need a good model display underneath.
If I'm exporting from 3dMax 9, how do I know what works and what doesn't, can I do transparencies for instance, and what format should I use to get the best results from the engine?
Thanks,
Zot
Quake 3 errors
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There have been several updates to q3 support in the latest SVN trunk version. So you'll see many more things supported.
Transparencies are in general supported for all mesh formats. But if you need special properties of your mesh supported in Irrlicht you'll have to check examples in all exportable mesh formats. There are always things which are not exactly represented in Irrlicht.
Transparencies are in general supported for all mesh formats. But if you need special properties of your mesh supported in Irrlicht you'll have to check examples in all exportable mesh formats. There are always things which are not exactly represented in Irrlicht.
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Read the FAQ for SVN, it contains a link to the instructions.
Transparent materials are automatically sorted back to front, however this is done on a scene node level which can still expose some pecularities. Also the dx renderer has some problems in the latest release, which hasn't been fixed, yet. But most things should work as expected.
Transparent materials are automatically sorted back to front, however this is done on a scene node level which can still expose some pecularities. Also the dx renderer has some problems in the latest release, which hasn't been fixed, yet. But most things should work as expected.