MD3 loader with shaders for Irrlicht 1.4.2

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Jesus.Net
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MD3 loader with shaders for Irrlicht 1.4.2

Post by Jesus.Net »

Hello everyone.

Here I leave with you a new version of the material to charge Irrlichter 1.4.2 model "MD3" Quake III Arena.

He is in a very early stage (alpha version), so I'm asking that you may be considered. Not everything is done, there is still much to do and I must continue this. :oops:

Is only useful for Irrlicht version 1.4.2. Previous versions have not tried. For the 1.5 will not compile.

There are many drawbacks, however I would like to send me your comments and, of course, accept suggestions and corrections.

The link to download this file is:

http://qjio.idoo.com/MD3Test.rar

From this link you can access the page with details on the software and download:
http://qjio.idoo.com/

Greetings.
Image
hybrid
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Post by hybrid »

Well, Irrlicht loads MD3 models since version 1.1 IIRC. So what are the benefits of your solution over the existing loader? Or did you just extend the loader?
Jesus.Net
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Post by Jesus.Net »

hybrid wrote:Well, Irrlicht loads MD3 models since version 1.1 IIRC. So what are the benefits of your solution over the existing loader? Or did you just extend the loader?
Hello hybrid.

It is my small contribution, nothing more. As an extension, I can only say that:
1) to interpret and apply the file "config.cfg".
2) to interpret and apply the files "*. skin".
3) to interpret and apply the files "*. shader".
bitplane
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Post by bitplane »

Really cool, but the animation appears to be one frame off.
Is this a problem with Irrlicht or your code?
Submit bugs/patches to the tracker!
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Jesus.Net
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Post by Jesus.Net »

bitplane wrote:Really cool, but the animation appears to be one frame off.
Is this a problem with Irrlicht or your code?
Hello bitplane.

Sorry, my English is very bad. :oops:
I did not understand the concept of "frame off". Can you me to express in other words, put some example ... ?

Thank you.
bitplane
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Post by bitplane »

The positions of the mesh appears to be slightly wrong or one frame behind.
The head detaches from from the body. Perhaps the MD3 tags are out of sync with the animation?
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Jesus.Net
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Post by Jesus.Net »

bitplane wrote:The positions of the mesh appears to be slightly wrong or one frame behind.
The head detaches from from the body. Perhaps the MD3 tags are out of sync with the animation?
I understand that the mistake is mine, and I explain why I say this:

When I made the code to display the model MD3, started from zero. I have developed a new node scene to represent the model, not using the Irrlicht (referred to as hybrid has) already had. The effects you see, head separated from the body (both in the player mesh, and in its shadow), are the consequence of poorly coordinated my animations of each of the parties is possible, of a bad link the tags.

Check the code and send an updated version, with something more soon.
MasterGod
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Post by MasterGod »

Looks cool.
*Downloading Now...*

P.S
70.85 MB - :shock:
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
MasterGod
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Post by MasterGod »

Wow I love it. Cool stuff man.
Great models too.
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
Jesus.Net
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Post by Jesus.Net »

MasterGod wrote:Wow I love it. Cool stuff man.
Great models too.
Yes, I too think that models are too heavy (for download), but I wanted to show that it could be loaded without problems, and see the effects of scripts *. shader. However, I am thinking of sending a light version as an option for those who do not want to get these models so enormous.

Thanks MasterGod.
christianclavet
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Post by christianclavet »

Is there any good exporter for 3DS MAX (V9+) or Lightwave?

Does this give advantage over the other loaders (B3D, X)?

I've searched for exporter for this format for my 3DS MAX and didnt found any working one...
sp00n
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Post by sp00n »

christianclavet wrote:I've searched for exporter for this format for my 3DS MAX and didnt found any working one...
I don't know exactly but may be Q3Radiant can export it to the Max/Maya? look on the web for the Quake 3 editors.
Oh, third link in the google:
click me
christianclavet
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Post by christianclavet »

sp00n wrote:
christianclavet wrote:I've searched for exporter for this format for my 3DS MAX and didnt found any working one...
I don't know exactly but may be Q3Radiant can export it to the Max/Maya? look on the web for the Quake 3 editors.
Oh, third link in the google:
click me
Ok. That seem a good link for having MD3 exporter for BLENDER. At least them can export to that format.
nzervu
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Post by nzervu »

Nice work jesus.net!

Any updates? Are you preparing q3loader for irrlicht1.5?

Did you rebuilt irrlicht source code for your application, replacing some files with yours?
Jesus.Net
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Post by Jesus.Net »

nzervu wrote:Nice work jesus.net!

Any updates? Are you preparing q3loader for irrlicht1.5?

Did you rebuilt irrlicht source code for your application, replacing some files with yours?
Nzervu Hello, I've not answered before, seeing that the post was not very interesting, every time I revise it. :oops:

As to your question, yes I've been working on the new version 1.5 Irrlichter, but rejected the view that nobody had given him great interest. The truth is that all that code to prepare cost me almost 6 months and recode to rethink how serious the changes I saw in the 1.5 made me ponder.

As for implementing the development Irrlichter, I did once, and had even less success this post. I imagine that the vast majority who work with Irrlichter, you do not like making much rebuilt engine. Therefore, this time not tried to incorporate it, and I dedicated all my efforts to make it all manageable as possible.

For now, I have not raised to continue development for 1.5 and if I will be in the distant future. :cry:
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