.3DS convert
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BRPAZ
.3DS convert
Hey, I know that Irrlicht cannot use the .3DS format used by 3DSMax, so is there anyway to convert the .3DS format to one the Irrlicht can understand without 3DSMax, as I only have Maya?
Thanks
Thanks
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BRPAZ
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thesmileman
- Posts: 360
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- Location: Lubbock, TX
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thesmileman
- Posts: 360
- Joined: Tue Feb 10, 2004 2:20 am
- Location: Lubbock, TX
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Peter Müller
- Posts: 292
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Which plugin (link, please) do you use to export your max or 3ds files to x or md2?
And how to create an Q3 Level out of an max or 3ds file?
And how to create an Q3 Level out of an max or 3ds file?
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Find a post by Vemeer and check his signature for the .X exporter for MAX. As for exporting a mesh into a Q3 level, I don't know. The last modeller I used to create a BSP mesh was the Half-Life editor and I think that let you import .3DS meshes to use. Maybe Radiant lets you import meshes into the BSP map so you can save it?
A map is what you define it to be. A BSP holds information about the map's mesh, lighting and entities. However, Irrlicht doesn't load the entities so it is basically a mesh with lighting and a few other things. In that respect there is little difference in using a BSP and a .X mesh. To store entity information you could either create a new entity format or use XML to enter the information. Or you could attempt to add entity support for BSP's inside Irrlicht. I think using XML is the best way out of the three but there are plenty who say otherwise.
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Peter Müller
- Posts: 292
- Joined: Sun Mar 14, 2004 5:28 pm
- Location: Germany
- Contact:
cannot find a user called Vemeer
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer