No, meshes are just that, meshes. If you have a mesh and a light, you have several objects, which make a scene.EinsteinDarkangel wrote:Is there any way to have a regular mesh (not a .irr scene) have integrated lights for, say, photo- or chemi- flurescene?
Sunrays, skinning, many many many other questions (40 total)
-
- Admin
- Posts: 14143
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
Re: Mesh Integrated Lighting?
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia
What I wanted to know was how to pass the 'map' object if there are multiple meshes inside a scene. Do you reference the scene manager, or do you have to construct your own mesh? ALso what happens when you get the affore mentioned example, and one of the objects is constantly moving and it is large enough to block a path?
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia
The things which i need to know about MicroPather are:
a) The 'map' object should be in reference to a mesh, right? It cannot be linked to the scene manager? What happens in an environment with multiple meshes, some of which are moving in a random fashion, and blocking pathways?
b) How do I get a model to follow the path created by MicroPather?
a) The 'map' object should be in reference to a mesh, right? It cannot be linked to the scene manager? What happens in an environment with multiple meshes, some of which are moving in a random fashion, and blocking pathways?
b) How do I get a model to follow the path created by MicroPather?
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia
What I meant is are there any ways to have, in this case, a mesh with, say, a light integrated in something like an .irr file and still be able to animate, ect.
Also, how many verticies does irrlicht support per mesh? I keep on gettting 'too many verticies for 16 bit, errors will occur' (something similar) and it only loads half the mesh, and without the texture file. (Even with this it was still portraying 500,000 verticies, i think)
Also, how many verticies does irrlicht support per mesh? I keep on gettting 'too many verticies for 16 bit, errors will occur' (something similar) and it only loads half the mesh, and without the texture file. (Even with this it was still portraying 500,000 verticies, i think)
For more than 65k vertices per mesh use 32bit.
and yes light's can be in a .irr scene file. Check out irredit, AND scenegraphs(link the light to animated mesh, as child node) and alot else about how 3d engines work...
There's a free french online irrlicht book somewere I found it very usefull but cant seem to find it now, just use google translate on the webpage if you do happen to come across it. (called Irrlicht beginners guide or such, its not the one in the making now)
EDIT: Found it http://www.siteduzero.com/tutoriel-3-56 ... licht.html
Translated Google link:
http://translate.google.com.na/translat ... rmd%3Divns Scary long...
and yes light's can be in a .irr scene file. Check out irredit, AND scenegraphs(link the light to animated mesh, as child node) and alot else about how 3d engines work...
There's a free french online irrlicht book somewere I found it very usefull but cant seem to find it now, just use google translate on the webpage if you do happen to come across it. (called Irrlicht beginners guide or such, its not the one in the making now)
EDIT: Found it http://www.siteduzero.com/tutoriel-3-56 ... licht.html
Translated Google link:
http://translate.google.com.na/translat ... rmd%3Divns Scary long...
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia
I Plan to create a demo for every feature, and make every feature into a seperate library, then use all these libraries in the game framework.
Does anyone know how to convert OGRE shaders and mesh deformation, ect to Irrlicht, I would like to try to convert Hydrax, because, no offense, it is better than anything Irrlicht has to offer. (Plus it would be useful to keep the GUI Editor...).
Otherwise....does anyone know how to export EarthSculptor files into Irrlicht with water nodes, or L3dt (same thing)?
Does anyone know how to convert OGRE shaders and mesh deformation, ect to Irrlicht, I would like to try to convert Hydrax, because, no offense, it is better than anything Irrlicht has to offer. (Plus it would be useful to keep the GUI Editor...).
Otherwise....does anyone know how to export EarthSculptor files into Irrlicht with water nodes, or L3dt (same thing)?
-
- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
Why would you even want to do that? That's just an enormous amount of bloat and overhead right thereEinsteinDarkangel wrote:I Plan to create a demo for every feature, and make every feature into a seperate library, then use all these libraries in the game framework.
And OGRE isn't necessarily better than irrlicht, they just have much more polished add-ons and demo's
And it won't be easy to port an OGRE-specific add-on to irrlicht, since OGRE has a completely different architecture, it would be better for you to just write a custom screen-space water shader (as I believe this is what Hydrax is)
If you can't get Unity (which is a game engine) running, I think you'll need even longer time for Irrlicht (which is not a game engine). Unity is like super easy!! (I still love Irrlicht becoz I have more control on it)
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Despite Unity being a totally different thing from irlicht, its easier to handle scenes/assets.
As Virion said, you'll have more work to do some stuff in Irrlicht.
For the scene setup thing you can always use/create a level editor tool that can save .irr scenes, or use some BSP map maker to make some good indoor maps.
To animate models you can set up some flag meshes in your .irr scene and replace them in code or just gain control over them using some search methods...
I think you should look for the "level editors" developed and maybe look for their sources to build your own....
As Virion said, you'll have more work to do some stuff in Irrlicht.
For the scene setup thing you can always use/create a level editor tool that can save .irr scenes, or use some BSP map maker to make some good indoor maps.
To animate models you can set up some flag meshes in your .irr scene and replace them in code or just gain control over them using some search methods...
I think you should look for the "level editors" developed and maybe look for their sources to build your own....
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia
It is none of my fault that Unity will not authenticate. The only internet connection i have avaliable seems to dislike the Unity Authentication process.
It wont authenticate. It is not that i am anable to use it through being incompetent
So, instead of porting the entire thing, how would i port the various features , some of which are quite complex..if it is complex, it is normally bloated.
For now I am going to use someone else's Water Shader, but eventually (maybe in the final version of this game) i will hopefully be able to create a clone of Hydrax (you have to admit it does look good though.....)
Plus, even though the OGRE architecture is there, there would still be large sections of the code that could be reused.
Has anyone ever used a scripting library with Irrlicht....something else i am trying. Library: AngelCode (C++ like, but less complex).
It wont authenticate. It is not that i am anable to use it through being incompetent
So, instead of porting the entire thing, how would i port the various features , some of which are quite complex..if it is complex, it is normally bloated.
For now I am going to use someone else's Water Shader, but eventually (maybe in the final version of this game) i will hopefully be able to create a clone of Hydrax (you have to admit it does look good though.....)
Plus, even though the OGRE architecture is there, there would still be large sections of the code that could be reused.
Has anyone ever used a scripting library with Irrlicht....something else i am trying. Library: AngelCode (C++ like, but less complex).
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia
I am trying out various other libraries with Irrlicht...including a random number generator, and also encryption, though i haven't found anything to use the encryption on yet....maybe encrypt a couple of 3d models?
How do you use 32 bits on a model? Is that the 'bits' part of the IrrlichtDevice Initialisation, because the tutorials state that that is only useful in Fullscreen mode. I have probably got this wrong...it is probably in the model loading...ah well.
How do you use 32 bits on a model? Is that the 'bits' part of the IrrlichtDevice Initialisation, because the tutorials state that that is only useful in Fullscreen mode. I have probably got this wrong...it is probably in the model loading...ah well.
Maybe you should try Shiva3d, C4 engine or LeadWerks engine, since they're also WYSIWYG editors with scripting languages, shaders, animation management, etc, etc, etc.
If you try to put all the features Unity has in your own Irrlicht based engine before making a game you will exeperience much much work and maybe dont even get the chance to make a game before you drop it. If you want to make games progressively, you could start building a bit of code and evolving from that until you have a full WYSIWYG framework of some sort.
If you try to put all the features Unity has in your own Irrlicht based engine before making a game you will exeperience much much work and maybe dont even get the chance to make a game before you drop it. If you want to make games progressively, you could start building a bit of code and evolving from that until you have a full WYSIWYG framework of some sort.
-
- Posts: 31
- Joined: Mon Nov 15, 2010 4:36 am
- Location: Australia