What model formats would you recommend for maps and for models?
For maps, I want to be able to create a map in Blender, complete with lights and everything, and export the whole thing. I don't really want to use the BSP format because of its obsession with telling me I have leaks in my map (I plan to have a few outdoor levels in my game), and because I have to "compile" the map after exporting it. I looked at the .irr format, it seems nice, but I couldn't find a way to set up collision detection on it because it wasn't actually being loaded as a mesh and so I had nothing to create a TriangleSelector with. (The exporter also created 6 files for my simple test map, but I suppose I could use zip files if that gets to bother me too much.)
For models, the only features I really care about are Blender compatibility and animation support. It seems that a lot of formats fit those criteria, which one would be best to use with Irrlicht?
Model formats
Got .irr files to work - it sometimes helps to read to the end of the tutorial to see if they tell you the answer 
Now I'm having some kind of graphics bug - if I look at two of the walls at the wrong angle, they disappear completely. The other two are always there.
http://img7.imageshack.us/img7/8155/59302741.png
http://img70.imageshack.us/img70/3618/52112243.png
Those are two screenshots looking at the same corner but turned slightly. What could be making the wall on the right not appear?
Now I'm having some kind of graphics bug - if I look at two of the walls at the wrong angle, they disappear completely. The other two are always there.
http://img7.imageshack.us/img7/8155/59302741.png
http://img70.imageshack.us/img70/3618/52112243.png
Those are two screenshots looking at the same corner but turned slightly. What could be making the wall on the right not appear?
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christianclavet
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- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
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How have you defined the ZFAR of your camera. Look like the polygon was clipped.
If you do level, I don not recommend that you do HUGE polygons. Try to split them especially if they cover a long distance.
For static meshes. Alsmost everything work well. For meshes used with collision, found out that OBJ is working better than the other (don't know the reason why yet)
For animated meshes with bones. Your choices are .B3D and .X both seem to work well. I don't know if they support bones AND morphing (morph target via vertexes) at the same time.
If you do level, I don not recommend that you do HUGE polygons. Try to split them especially if they cover a long distance.
For static meshes. Alsmost everything work well. For meshes used with collision, found out that OBJ is working better than the other (don't know the reason why yet)
For animated meshes with bones. Your choices are .B3D and .X both seem to work well. I don't know if they support bones AND morphing (morph target via vertexes) at the same time.
3000. I'm not sure it's clipping, as it happens even if I move right next to the wall, and only happens on two of the four walls.christianclavet wrote:How have you defined the ZFAR of your camera. Look like the polygon was clipped.
Subdivided them 4 times in Blender, no change.If you do level, I don not recommend that you do HUGE polygons. Try to split them especially if they cover a long distance.
Time for my usual tiebreaker: licenses or royalties?For static meshes. Alsmost everything work well. For meshes used with collision, found out that OBJ is working better than the other (don't know the reason why yet)
For animated meshes with bones. Your choices are .B3D and .X both seem to work well. I don't know if they support bones AND morphing (morph target via vertexes) at the same time.
