Exciting News - MoH:AA BSP

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Gatts
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Joined: Sat Jan 03, 2009 8:18 am

Exciting News - MoH:AA BSP

Post by Gatts »

Hi guys,

The team at OpenMOHAA have made substantial progress in loading and rendering Medal of Honor Allied Assault maps.

Because it's based on Quake3, they used the Quake3 source and programmed the changes to load MoH:AA maps.

Since MoH:AA maps is a superior format to the standard Quake 3 (Proper terrain, bigger maps etc) i was wondering if it were possible for anyone to 'attempt' to implement this into Irrlicht?

It's open-source and the guys there could do with the help, they are currently undergoing problems due to the limitations in the Quake 3 render API, a modern engine such of Irrlicht would solve so many problems!

Here is a screenshot of their progress:

http://i39.tinypic.com/dcsaiu.jpg

I know this is a longshot, and a stupid request, i just thought i'd make it known to the community!

Visit their website at: http://openmohaa.sourceforge.net/

Thanks,
Gatts
bitplane
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Post by bitplane »

License : GNU General Public License (GPL)

If you could convince them to dual license the new loader code under zlib/BSD, then we could adapt it. If not, we'd have to write a loader from scratch. Unless of course they're looking to change rendering engine

Moving to open discussion
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Malgodur
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Post by Malgodur »

OPENMOHAA team made mohaa bsp loader from quake3 .bsp loader.
Irrlicht already have quake3.bsp loader, can we do the same job and add mohaa .bsp loader to irrlicht?

Its simple because openmohaa done whole job with mohaa .bsp format, we'll only duplicate it .

Here's link to they code where you can find mohaa .bsp loader and much more, (part of .tik, skc [animations] and skd [models] loaders)

http://openmohaa.svn.sourceforge.net/vi ... z?view=tar

(openmohaa.tar.gz can be simple opened in Winrar)
bitplane
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Post by bitplane »

Malgodur wrote:Irrlicht already have quake3.bsp loader, can we do the same job and add mohaa .bsp loader to irrlicht?
Sure, but there are some problems here. Firstly, licensing. If you use any code from Quake then the GPL will virally infect your code and any software that uses it must be released under the GPL. So the final loader can't end up as part of standard Irrlicht, but it would be welcome in irrExt.
Secondly, Irrlicht doesn't actually use the BSP tree for culling/occlusion. The Irrlicht examples load the Q3 maps as a standard mesh then generate an octree node from it for culling, so the original BSP is ignored and converted into an Irrlicht IMesh instead.
Because we ignore the Quake BSP tree, you don't really have to adapt Irrlicht's Q3 loader code. To add a mesh loader to Irrlicht you simply implement your own IMeshLoader and add an instance of this by calling smgr->addExternalMeshLoader, no modifications to Irrlicht are required. If you share this under a compatible license then it may eventually end up as part of Irrlicht.
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