problem with .x

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double99
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Joined: Sun Oct 31, 2004 1:07 am

problem with .x

Post by double99 »

when i load a .x model pieces just spread everywhere(even though the whole body(it splits as well) is one piece,the head another feet is another)but at least the animation loads fine.also can i load a mesh that has specularity map,translucency map,bump map,reflection map,liminousity map and some other ones too.
arras
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Post by arras »

if your model in x format is not loaded correctly than it is problem of your model (most probably export to x format from native format of your modeler) so solution lies somevhere in your modeler. Which one you use?

x format works fine for me, animations included.

"specularity map,translucency map,bump map,reflection map,liminousity map and some other ones" ...no Irrilch will not load them. You have to load them separately and apply them in code. There are methods for example hove to make reflection map. Look at 08.SpecialFX example.
bal
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Post by bal »

I had the same problem. It's because you got different meshes in your modelling program. If you join them together to one mesh it should work...
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JoeWright
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Post by JoeWright »

See bug forum for a frame workaround which may solve the problem.

Joe
vermeer
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Post by vermeer »

yup

no use of several meshes.

forget Max "Attach/detach"

Is al labout weld, target weld, etc, at vertex level.

You have to weld parts so.

And then reasign the skin modifier.

That if u use Max.

But the fix is same in most packages.
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double99
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Post by double99 »

sorry for the slow response but i use softimage xsi and i figured since irrlicht cant read .xsi(i heard it was based of .x) i use the plug in to export.yeah i got max but i readlly dont like and i keep some parts seperate cause it make it easy to animate.i really dont like welding but if i have to i have to.
vermeer
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Post by vermeer »

I do have XSI too, purchased recently that Foundation version.

I have tested that x files(through that .addon) import pretty well in Ultimate Unwrap. And if I remeber well, perfectly in mview from ms sdk.

You HAVE to keep the model as a single , welded mesh to work in irrlicht, as far as I know... :S

btw, in games it's usually whole character as a whole piece...spearate pieces is more for hi res stuff..., renedring movies ...and that
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double99
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Post by double99 »

know its good to keep it in one piece but a character thats 408(times 2 cause of ink lines) wont look so pretty if feet/shoes are attached and i maybe ne kinda new to low poly game models but i took a look at jet set radio wireframes and it seems like the skates are a seperate piece.i know seperate peices work for hi res animation but maybe ithought that the same could be applied to irrlicht,and yes softimage xsi foundation is awesome.heres an example as u can see this a mesh used in a dreamcast game the arms seems to be seperate

Image
double99
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Post by double99 »

Image
vermeer
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Post by vermeer »

of course, many game formats use several parts...

But imho u allways needda try to make itall one piece.For performance reason, among others.

indeed, md3 were actually several chunks...

If what u say, is u don't have room enough for joint bending if have to weld, then yep, you'r to new to low poly... ;)


of course, is not really easy to do a decent model at 480 tris, it may up res at 520 or so, but hey...

In low pol (are u doing rts game, if u're not showing many characters in screen, u don't need to keep that low...I'd say in irrlicht if u're showing like 4 models in screen at same time, u should be safe if they're 1500 (probably even 2600, or the like, but i try to say a safe thing...It also depends on how all the other stuff is done....))


There's a trick used often in very low pol, taught by paul Steed in very good tutorial at gamasutras, since years ago... It's called "accomodation" is a technique that imho is learnt only through the proccess of modelling all time with animation in mind...u have to try and rig it with bones and see how it deforms (u should also learn well vertex weighting: it avoids many problems if know that well) ...u learn that it's the key to put the vertice in an average position of the movement, that will lead to "accomodating" it into certain position when totally flexed, so that is seen the best possible while not perfect...of course, with much more vertices, like a 4000 tris models, u just then worry bout edgeloops (wires direction/flow) so it will bend nicely, and very, very good and careful weighting.

So, concluding: yep, u can do a full conected model in low pol, using well weights...it does not matter if u export in a bones&weights format(*.x, cal3d, md5)...or a vertex animation format (md2) ...as even in md2, graphically ur bone&weight good deformation is perfectly preserved...just that internally in code, no bones , just the coder wont be able to handle the bones by code, but graphically is quite the same...of course, md2 produces an ugly vertices trembling, both md2 and md3 can't have shared UVs, and both have certain polygon count limit...but md2 usual models can be like 400-800 (or what u like, I have done one of 2000 , lol ) , md3 during long time never surpased 1200, but now still some ppl do em and is not rare to see one of 2k tris.

The fact is...in irrlicht it is all aboput just exporting all as single mesh an din direct x format......

besides, for u is a great exrcise...as there is actually the key of low pol game models making.... joints, acomodation, etc.

i have done a model of like 600 something tris, it was like a quick joke I made (now is included in irrlicht as x file(the dwarf), but the initial "joke" was planned as an md2, reason why ppl see so much keyframes (one per frame, which is surely not optimal!, but in md2, I really didn't care...CFX allows to export both x and md2... ))

And I have done also ~3000 or 2000 tris models...in the long run, the higher the model, the more complex to do.I mean, once u know the important low pol tricks.
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double99
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Post by double99 »

i see, i it should be no prob then since softimage has a great weightmap tool i use every time.ill try to keep it in one peice i guess instead of putting every thing in actual geometry ill leave some to the textures.
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