free compiler with lightmaps?
I see, Trancos...
Jox, it produced a long conversation with Lord Trancos...
X does support the second uv channel in fhe FVFData .Ultimate Unwrap(if you check multiple uv sets in export dialog) does export it (I have double checked again: it appears in the same ascii x file)...jedive reported me once of Ultimate Unwrap x export be working inIrrlicht, so...
Ultimate Unwrap is a comercial 40$ tool, and it exports I think in dx 8.1 format.
I was at msdn site and I think I saw also support of 2 uv channels in dx8.0 , but in another way.
The x panda exporter for max does now support export 2 uv channels via FVFData
I have done and seen done lots of stuff with x and several uv channels...
My big doubt was if Irrlicht can load 2 uv channels from an x file.
Jox, it produced a long conversation with Lord Trancos...
X does support the second uv channel in fhe FVFData .Ultimate Unwrap(if you check multiple uv sets in export dialog) does export it (I have double checked again: it appears in the same ascii x file)...jedive reported me once of Ultimate Unwrap x export be working inIrrlicht, so...
Ultimate Unwrap is a comercial 40$ tool, and it exports I think in dx 8.1 format.
I was at msdn site and I think I saw also support of 2 uv channels in dx8.0 , but in another way.
The x panda exporter for max does now support export 2 uv channels via FVFData
I have done and seen done lots of stuff with x and several uv channels...
My big doubt was if Irrlicht can load 2 uv channels from an x file.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
@Jox
sorry as I may sound as an scratched music disk, but...
Irfanview can batch convert (also tga-->tga) while also in the proccess can make with the same touch of a button any operation you like from those I show you in bellow screens. It can even rename if wished.
Flip is among those batch operations.
Also even if u were to do one by one (weird if have many ) irfan loads in no-time. Adobe takes a huge while... It has some batch support but very bad compared to Irfan's free tool .
Irfan's batch is just opening any file in the folder you have...like 20 tgas (1000) you want to batch convert/proccess....open the batch dialog ("File" menu or hit key "b") in irfan.
In that dialog, "ADD" all files. (or make a multiple files selection with shift and/or control keys, you can right click there and order your files by name, date, etc to make an easier selection.Or just select all with shift or something) Set the output directory (you have a button to set "same folder as outpu" which is really useful) .You can batch convert, batch rename, batch convert/proccess and renam in one, too.
For batch flip. Hit the advanced options button. Set the operations u want to happen always. (like flip.)
hit ok, hit in the main dialog "START" .If it gives the no error, no warnings message, you'd have converted and/or processed and/or renamed a bunch of files (or 2, 3, whatever)
It remembers your options as you left last time always, quite good.
Is really easy, and takes only some seconds, even if it's a load of images.
I know Trancos have already done a fix for you.
Is just I think this tool is simply essential.A pitty is windows only.
sorry as I may sound as an scratched music disk, but...
Irfanview can batch convert (also tga-->tga) while also in the proccess can make with the same touch of a button any operation you like from those I show you in bellow screens. It can even rename if wished.
Flip is among those batch operations.
Also even if u were to do one by one (weird if have many ) irfan loads in no-time. Adobe takes a huge while... It has some batch support but very bad compared to Irfan's free tool .
Irfan's batch is just opening any file in the folder you have...like 20 tgas (1000) you want to batch convert/proccess....open the batch dialog ("File" menu or hit key "b") in irfan.
In that dialog, "ADD" all files. (or make a multiple files selection with shift and/or control keys, you can right click there and order your files by name, date, etc to make an easier selection.Or just select all with shift or something) Set the output directory (you have a button to set "same folder as outpu" which is really useful) .You can batch convert, batch rename, batch convert/proccess and renam in one, too.
For batch flip. Hit the advanced options button. Set the operations u want to happen always. (like flip.)
hit ok, hit in the main dialog "START" .If it gives the no error, no warnings message, you'd have converted and/or processed and/or renamed a bunch of files (or 2, 3, whatever)
It remembers your options as you left last time always, quite good.
Is really easy, and takes only some seconds, even if it's a load of images.
I know Trancos have already done a fix for you.
Is just I think this tool is simply essential.A pitty is windows only.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
the irfanview screenies-steps to follow, graphically, in order:
http://picserver.org/view_image.php/BWY ... server.gif
http://picserver.org/view_image.php/7G5 ... server.gif
http://picserver.org/view_image.php/01T ... server.gif
http://picserver.org/view_image.php/BWY ... server.gif
http://picserver.org/view_image.php/7G5 ... server.gif
http://picserver.org/view_image.php/01T ... server.gif
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
@vermeer: Yes, If it's getting bigger then batch convert would of course be the choice. Photoshop would be a pain and a bottlneck in the workflow. But there would be no need for batch flipping! Because the flipping issue is only a TGA internal thing. TGA can store the images flipped, but it has flags to indicate so. You don't recognize this until an application ignores those flags (like irrlicht). The Idea of loading and resaving is only to convert it to a (internaly) non flipped image (with flip flag not set).
But as you said Lord Trancos fixed it and that's the best solution anyways (besides fixing irrlicht tga loader).
Thanks for your thougts anyway. Batch converting can always be useful!
But as you said Lord Trancos fixed it and that's the best solution anyways (besides fixing irrlicht tga loader).
Thanks for your thougts anyway. Batch converting can always be useful!
Lord Trancos
If I'm not wrong, it seems that when using this path:
OBJ -> ANT -> FSRad -> OCT
The map it's flipped to Left-Hand or Right-Hand.
Can somebody confirm this...?
OBJ -> ANT -> FSRad -> OCT
The map it's flipped to Left-Hand or Right-Hand.
Can somebody confirm this...?
@Lord T. & Jox: I see !!!
I downloadet the loader and try to inplement it...
I ever made something like this and maybe it's a good tutorial for creating my own loder...
CU
I downloadet the loader and try to inplement it...
I ever made something like this and maybe it's a good tutorial for creating my own loder...
CU
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
download irfanview and re-save your tgas, that'll fix it, otherwise your lightmap will be nuts. Resave all the tgas, textures and lightmaps.
here's the code I used: (collision included)
cheers
here's the code I used: (collision included)
Code: Select all
//Lmts level test
//by Alvaro F. Celis "afecelis"
//using Jox's lmts loader & Lord trancos LMtools
/* The Irrlicht Engine License
Copyright © 2002-2003 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications,
and to alter it and redistribute it freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2.Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3.This notice may not be removed or altered from any source distribution.*/
//-----------------------------------------------------------------------------------------------//
#include <irrlicht.h>
#include <stdio.h>
#include <windows.h>
#include "CLMTSMeshFileLoader.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#pragma comment(lib, "Irrlicht.lib")
int main()
{
IrrlichtDevice *device =
createDevice(video:: EDT_OPENGL , core::dimension2d<s32>(640, 480), 32, true,false,0);
//createDevice(video:: EDT_DIRECTX9 , core::dimension2d<s32>(800, 600), 32, false,true);
//createDevice(video::EDT_DIRECTX8, core::dimension2d<s32>(640, 480), 32, false,true);
//createDevice(video::EDT_SOFTWARE , core::dimension2d<s32>(640, 480), 16, false);
//-----------------------------------------------------------------------------------------------//
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
IFileSystem* fs = device->getFileSystem();
driver->setTextureCreationFlag(ETCF_OPTIMIZED_FOR_QUALITY,true );
//-----------------------------------------------------------------------------------------------//
//lmts map loader
scene::CLMTSMeshFileLoader* lmts_loader = new scene::CLMTSMeshFileLoader(fs, driver);
smgr->addExternalMeshLoader(lmts_loader);
//-----------------------------------------------------------------------------------------------//
//lmts textures
lmts_loader->setTexturePath("data\\");
//-----------------------------------------------------------------------------------------------//
//load the map
IAnimatedMesh* mesh = 0;
mesh = smgr->getMesh("data\\lmts.3.lmts");
//-----------------------------------------------------------------------------------------------//
//add map to the scene
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
//-----------------------------------------------------------------------------------------------//
// create sky box
//scene::ISceneNode* skyboxNode = 0;
//skyboxNode = smgr->addSkyBoxSceneNode(
//driver->getTexture("./data/desert_up.jpg"),
//driver->getTexture("./data/desert_dn.jpg"),
//driver->getTexture("./data/desert_lf.jpg"),
//driver->getTexture("./data/desert_rt.jpg"),
//driver->getTexture("./data/desert_ft.jpg"),
//driver->getTexture("./data/desert_bk.jpg"));
//-----------------------------------------------------------------------------------------------//
//wasd navigation
SKeyMap keyMap[8];
keyMap[1].Action = EKA_MOVE_FORWARD;
keyMap[1].KeyCode = KEY_KEY_W;
keyMap[3].Action = EKA_MOVE_BACKWARD;
keyMap[3].KeyCode = KEY_KEY_S;
keyMap[5].Action = EKA_STRAFE_LEFT;
keyMap[5].KeyCode = KEY_KEY_A;
keyMap[7].Action = EKA_STRAFE_RIGHT;
keyMap[7].KeyCode = KEY_KEY_D;
//-----------------------------------------------------------------------------------------------//
//selector
scene::ITriangleSelector* selector = 0;
if (node)
{
selector = smgr->createOctTreeTriangleSelector(mesh->getMesh(0), node, 128);
node->setTriangleSelector(selector);
selector->drop();
}
//-----------------------------------------------------------------------------------------------//
//fps cam
scene::ICameraSceneNode* camera = 0;
camera = smgr->addCameraSceneNodeFPS(0,80.0f,300.0f,-1, keyMap, 8); //1st value= obligatory 0-2nd value= mouse sensitivity-3rd value handles cam speed
camera->setPosition(core::vector3df(-220,100,50)); //x,y,z,pos
camera->setFarValue (50000.0f) ; //sets the distance for the clipping plane, the bigger the farther
camera->setFOV(1.4f); // a value of 0.5 makes it look alienish
camera->setRotation(core::vector3df(0,90,0)); //rotate the camera x,y,z degrees
//collision animator
scene::ISceneNodeAnimator* anim = 0;
anim = smgr->createCollisionResponseAnimator(selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-100,0), 100.0f,
core::vector3df(0,50,0));
camera->addAnimator(anim);
anim->drop();
//-----------------------------------------------------------------------------------------------//
// disable mouse cursor
device->getCursorControl()->setVisible(false);
//-----------------------------------------------------------------------------------------------//
// automatic picking
scene::ISceneNode* selectedSceneNode = 0;
scene::ISceneNode* lastSelectedSceneNode = 0;
//-----------------------------------------------------------------------------------------------//
//draw everything
int lastFPS = -1;
while(device->run())
{
driver->beginScene(true, true, 0);
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
wchar_t tmp[1024];
swprintf(tmp, 1024, L"Lmts file test (fps:%d) Triangles:%d",
fps, driver->getPrimitiveCountDrawn());
device->setWindowCaption(tmp);
lastFPS = fps;
}
}
device->drop();
return 0;
}
Last edited by afecelis on Wed Aug 18, 2004 12:49 am, edited 2 times in total.
-
- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
hey Cmoibelenpro!
It's the same thing we had on the other thread. I just felt like posting it here with the code.
I made the map in 3dsmax, placed some lights, exported the script with lmtools's script, exported the file to 3ds and then loaded it and compiled with LMtools. It's 100% LordTrancos' stuff.
I know there's a lot of hype with th FSrad thing, but I haven't been able to try it. I've found the Lmts lightmapper and file format to be very stable and easy to work with. The only thing missing is proper color lightmapping.
btw, the tone of the image was achieved changing the tone of the lightmap tga.
it's a weird work-around while LordT fixes his lightmapper. ha ha haha
It's the same thing we had on the other thread. I just felt like posting it here with the code.
I made the map in 3dsmax, placed some lights, exported the script with lmtools's script, exported the file to 3ds and then loaded it and compiled with LMtools. It's 100% LordTrancos' stuff.
I know there's a lot of hype with th FSrad thing, but I haven't been able to try it. I've found the Lmts lightmapper and file format to be very stable and easy to work with. The only thing missing is proper color lightmapping.
btw, the tone of the image was achieved changing the tone of the lightmap tga.
it's a weird work-around while LordT fixes his lightmapper. ha ha haha
-
- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
Lord Trancos
jox, you cannot use point lights with ent or ant files.
afecelis, looks very cool! btw, i'll not start the new lmtools version till next week.
afecelis, looks very cool! btw, i'll not start the new lmtools version till next week.
Lord Trancos
Tomorrow I'll release a new version of OBJ2ENT that workarrounds the flipping issue.
Hm, seems like you can't use point lights with FSRad at all. Which makes sense if you read into the topic some. I was just wondering because there is the parameter "Point light multiplier" in FSRad (which I found out is for the "faked" point lights in FSRad).
Everything works really fine. FSRad is taking lots of time for rendering but the results are really good. And you can adjust parameters for quick previewing (the "Direct light only" check box for example).
Great you're solving the flipping issue! You're a hero!
Everything works really fine. FSRad is taking lots of time for rendering but the results are really good. And you can adjust parameters for quick previewing (the "Direct light only" check box for example).
Great you're solving the flipping issue! You're a hero!