MD3 loader with shaders for Irrlicht 1.4.2
MD3 loader with shaders for Irrlicht 1.4.2
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.
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.
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.
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.
Hello hybrid.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?
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".
I understand that the mistake is mine, and I explain why I say this: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?
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.
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.MasterGod wrote:Wow I love it. Cool stuff man.
Great models too.
Thanks MasterGod.
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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.christianclavet wrote:I've searched for exporter for this format for my 3DS MAX and didnt found any working one...
Oh, third link in the google:
click me
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Ok. That seem a good link for having MD3 exporter for BLENDER. At least them can export to that format.sp00n wrote: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.christianclavet wrote:I've searched for exporter for this format for my 3DS MAX and didnt found any working one...
Oh, third link in the google:
click me
Nzervu Hello, I've not answered before, seeing that the post was not very interesting, every time I revise it.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?
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.