.3DS convert

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BRPAZ

.3DS convert

Post by BRPAZ »

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
Raptor
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Post by Raptor »

Currently supported mesh file formats:

3D Studio meshes (.3ds)
Milkshape (.ms3d)
Alias Wavefront Maya (.obj)
Quake 3 levels (.bsp)
Quake 2 models (.md2)
Microsoft DirectX (.x)

Just klick on the Button with the name "Features" on irrlicht.sourceforge.net

There u can see it.
BRPAZ

Post by BRPAZ »

Oh, sorry. I was reading the tutorial, and that was probably out of date, as it didn't list 3ds.

Thanks
thesmileman
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Location: Lubbock, TX

Post by thesmileman »

3ds files as many files formats Irrlicht "SUPPORTS" do not load correctly sometimes(LOTS of times)
thesmileman
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Location: Lubbock, TX

Post by thesmileman »

I would suggest using .X format
Peter Müller
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Post by Peter Müller »

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?
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Tyn
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Post by Tyn »

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?
bal
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Post by bal »

Is it possible to use .x files as maps in Irrlicht?
Tyn
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Post by Tyn »

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.
bal
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Post by bal »

Thx for your explanation Tyn. Are there any examples available how the setup of that XML-file has to be? The reason why I would use .x or .obj files for my maps is because I model them in Blender and atm there is no BSP exporter.
Peter Müller
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Post by Peter Müller »

cannot find a user called Vemeer
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
bal
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Location: Geluwe, Belgium

Post by bal »

Peter Müller wrote:cannot find a user called Vemeer
He ment vermeer I think.
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