making maps (with lights...)

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cmoibenlepro
Posts: 237
Joined: Thu May 27, 2004 3:18 pm
Location: Canada

making maps (with lights...)

Post by cmoibenlepro »

(sorry for my bad English)

I'm presently learning how to create quake3 maps to use them in Irrlicht.
I use quark 6.4 to make my map.
I already read corban and afecelis tutorials and they helped me a lot.
(look here: http://irrlicht.sourceforge.net/phpBB2/ ... php?t=2829)

Now I'm able to create walls, floors and ceilings and to texture them all.
It seems to work correctly. (but I didn't try to compile my map yet)

Now I'm trying to add lights to my map... I'm a bit confused...

In quark there is only one light entity (point of light) that look like a light bulb. I'm able to add it to my map (it's very easy :wink: )
But if I understand correctly, this type of light is like a lamp that light the map in all directions...

But how can i do other types of lights? (There is no other light entities?...)
:?:
In the afecelis tutorial, he made a map in gmax, then in hammer he added a special "sky" texture specific to the ca3de engine to light his map. So it looks like the sunlight enters the map. (really cool effect, especially with the beams that create shadows...)
I suppose that it's possible to do the same effect with a quake3 map, compiled with q3map2 and loaded in Irrlicht.
But how can I do it?
The quark manual don't give explanations on this...

I would like any help from you, the mappers. :wink:
Thanks!
Acki

Post by Acki »

Hi,
sorry, I don't know the answer to your question... :(

But I have a question to you:

I tested your tutorial for GMax and it works, so far !!! :)
If I run the test programm the mesh is displayed correctly...
But Irrlicht shows two errors when loading the mesh !!!
Irrlicht says that it couldn't open and load a texture file, but doesn't say whitch file it is !?!?!
Well, it works anyway, but I'm confused about whitch file is missing... :\
All files, I used, are in the right place...
What can I do against this, or do I have to live with it ???

Code: Select all

Irrlicht Engine version 0.6
Microsoft Windows 2000 Professional Service Pack 4 (Build 2195)
DirectX8 Renderer
NVIDIA GeForce FX 5200 nv4_disp.dll 6.14.10.5303
Loaded texture: #DefaultFont
Could not open file of texture:
Could not load texture:
Loaded texture: smile.bmp
Loaded mesh: test2.x
CU, Acki
cmoibenlepro
Posts: 237
Joined: Thu May 27, 2004 3:18 pm
Location: Canada

Post by cmoibenlepro »

It's fun to know that someone used my tutorial :wink:

for the error, I don't know how to solve it... I'm still a newbe myself and I just try a lot of things before something works...


the problem is that, even if you choose a jpeg texture (like smile.jpg), when it's exported the name is changed (to smile.bmp) in the x file.
I don't know why and how to correct it...

This is why in the tutorial, I said to make 2 copies of the texture (one in jpeg and one in bmp formats)
the bmp is only to be able to see the texture in other editors/viewers like mview.

when you release your project, you can delete the bmp one (because it's really bigger in size than jpeg).

But of course, when Irrlicht will load the x file it will try to load the bmp also.
if you deleted it, it won't load it, but will still load the jpeg one because of that code
node->setMaterialTexture( 0, driver->getTexture("link_uv.jpg") );
so it still works because you added the texture manually (normally it should be automatic, but adding this line is not very difficult...)

also, for the warning about a texture that have no name, I don't understand it (I have also this warning), maybe it come from a bug in exportation (?)... sorry I don't know more myself.

so that's why you get an error message, but it still works (I think...)
personally, I don't care about this warning...

sorry, I can't help you more because I don't know more... x files are difficult to understand for me... I work with try/errors
Acki

Post by Acki »

Well, the prog works fine, just these error message appears...
I added both graphic files (jpg and bmp) to the folder...

That doesn't really matter, but confused me a little bit... ;)

Well, it seems we have to live with this... :roll:

CU, Acki
cmoibenlepro
Posts: 237
Joined: Thu May 27, 2004 3:18 pm
Location: Canada

Post by cmoibenlepro »

please can you remove the .bmp from the folder and tell me if it works?
thesmileman
Posts: 360
Joined: Tue Feb 10, 2004 2:20 am
Location: Lubbock, TX

Post by thesmileman »

cmoibenlepro to add other kinds of lights to a scene(such as dynamic or other static lights) you need to import the model into Irrlicht and then load the lights. If you do not know how to do that it is explained quite well in the tutorials.

Also I would imagine that Quark does not change just the name of the file's extension from a JPEG to a BMP but rather converts the JPEG file to a BMP(Bitmap file) because Bitmap files are all that is supported in Quake III makes(Though I am not sure about this. I would imagine it is just a feature so that you do not have to convert the file before you use it in Quark.
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