Quake3 bsp map question
Quake3 bsp map question
Hi to all irrlicht coders,
I'm new on irrlicht. I'm a c++ coder for a long time now, and I have made my own 3d game engine with Directx 8 but now i'd like to use a more powerful engine as Irrlicht to use vertex/pixel shader etc..
I'd like to know if it is possible to draw or/and acces to the md3 model that are contained in a quake3 bsp map because I used them in my own engine for dynamic traps in level.
I have tried the Quake3MapShader example supplied with irrlicht sdk but there are few bugs on flame shader.
The flames or the object behind it flickers.
It is not a driver problem because these bug are always the same with opengl,directx or software render.
Thank for your help.
Seb
I'm new on irrlicht. I'm a c++ coder for a long time now, and I have made my own 3d game engine with Directx 8 but now i'd like to use a more powerful engine as Irrlicht to use vertex/pixel shader etc..
I'd like to know if it is possible to draw or/and acces to the md3 model that are contained in a quake3 bsp map because I used them in my own engine for dynamic traps in level.
I have tried the Quake3MapShader example supplied with irrlicht sdk but there are few bugs on flame shader.
The flames or the object behind it flickers.
It is not a driver problem because these bug are always the same with opengl,directx or software render.
Thank for your help.
Seb
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Quillraven
- Posts: 62
- Joined: Fri Aug 22, 2008 7:22 am
maybe i'm wrong, but look at the mainpage -> tutorials -> load a quake3map
maybe that's it, what you want to know.
i'm not sure, if there were "real flames", but maybe in the folder, where you installed irrlicht:
there should be an example folder with a subfolder, called demo. i think that there was the quake3map with flames, but as i said, i'm not sure
maybe that's it, what you want to know.
i'm not sure, if there were "real flames", but maybe in the folder, where you installed irrlicht:
there should be an example folder with a subfolder, called demo. i think that there was the quake3map with flames, but as i said, i'm not sure
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Dark_Kilauea
- Posts: 368
- Joined: Tue Aug 21, 2007 1:43 am
- Location: The Middle of Nowhere
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Dark_Kilauea
- Posts: 368
- Joined: Tue Aug 21, 2007 1:43 am
- Location: The Middle of Nowhere
I've suspected that it may be a problem with how irrlicht creates the "shader" to represent the quake3 shader script for the flame. However, I haven't been able to dig around in the code to really check.
What I do know is that the flame shader is a very basic cycle through frames with transparency. It doesn't do some of the odder things that are possible with the Quake 3 shader scripting language.
What I do know is that the flame shader is a very basic cycle through frames with transparency. It doesn't do some of the odder things that are possible with the Quake 3 shader scripting language.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
Have you looked in 'source\Irrlicht\CQ3LevelMesh.cpp'?
Not everything in the bsp is loaded...
Maybe that's why the model is not displayed.
Not everything in the bsp is loaded...
Code: Select all
void CQ3LevelMesh::loadPlanes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadNodes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadLeafs(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadLeafFaces(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadVisData(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
...
void CQ3LevelMesh::loadModels(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
...
void CQ3LevelMesh::loadBrushes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadBrushSides(tBSPLump* l, io::IReadFile* file)
{
// ignore
}
void CQ3LevelMesh::loadLeafBrushes(tBSPLump* l, io::IReadFile* file)
{
// ignore
}