3D max to irrlicht?
3D max to irrlicht?
I have a level in 3d max. I'd like to export it to irrlicht somehow to be able to walk around in it. BSP's seams not to be the answer since If I'd use them I'd have to remake everything in GTkRadiant or so. Is it possible to export to b3d (or something that saves mapping) and add it to a irrlicht scene as a octtree?
I really don't want to remodel the whole thing since it's quite big.
Thanks.
I really don't want to remodel the whole thing since it's quite big.
Thanks.
Get b3d pipeline from
www.onigirl.com
it worked for me for exporting lightmaps and static models....
www.onigirl.com
it worked for me for exporting lightmaps and static models....
skumar
Thank's. I was download the gile[s] and didэр have problem now. This programm save world in *.b3d, *.x and *.obj format. But... When I load my level I see the bad picture...
Look:
What is it?
P.S. Code:
Look:
What is it?
P.S. Code:
Code: Select all
#include <irrlicht.h>
#include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
int main()
{
IrrlichtDevice *device =
createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480));
if (device == 0)
return 1;
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
device->getFileSystem()->addZipFileArchive("../../media/mapppeZ!.zip");
scene::IAnimatedMesh* mesh = smgr->getMesh("ee.b3d");
scene::ISceneNode* node = 0;
if (mesh)
node = smgr->addOctTreeSceneNode(mesh->getMesh(0), 0, -1, 128);
if (node)
node->setPosition(core::vector3df(-1300,-144,-1249));
smgr->addCameraSceneNodeFPS();
device->getCursorControl()->setVisible(false);
int lastFPS = -1;
while(device->run())
{
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(255,200,200,200));
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"gently caress!!!!!!!!!";
str += driver->getName();
str += " | FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
else
device->yield();
}
device->drop();
return 0;
}
Hi gyes. Gideon, if you don't need use normalmapping in 3d max for you map in game, you can use it: http://www.onigirl.com/pipeline/ , else you can use it: http://www.andytather.co.uk/Panda/direc ... loads.aspx