Featre request : lightwave objects.

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Mr_Bloodworth
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Joined: Thu Nov 04, 2004 4:26 am

Featre request : lightwave objects.

Post by Mr_Bloodworth »

If you would be so kind as to add the ability for the engine to load lightwave objects (.LWO) files directly into the engine.

I find it tiresome to have to export to .x or .3ds as i cant go back and edit it directly. Especialy sence thoes programs use a difrent X,Y,Z direction.

I dont know if your engine can do nontriangulated geomertry. If it cant i understand but please look intothe posability of adding this file type.

Thanks.
niko
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Post by niko »

In some file formats, I triangulate geometry when loading it, shouldn't be a big problem. About loading LWO files: Is on my list for some time now, but it hasn't high priority, sorry. But if you like, write it for your own. You only need to create a class implementing IMeshLoader (http://irrlicht.sourceforge.net/docu/cl ... oader.html) and add it with addExternalMeshLoader to the engine (http://irrlicht.sourceforge.net/docu/cl ... r.html#a42). In this way, you don't even have to modify and recompile the engine.
vermeer
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Post by vermeer »

Have you tried OBJ? it usually does not change the axes, besides it preserve quads. Though, I thought mainly for a 3d card , an engine, all is converted to tris, but maybe I was wrong.
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Electron
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Post by Electron »

I think the axis issue depends on the program you use for export, not the file format itself. OpenGL (and prob DX) can render either triangles or quads, but generally most geomtry is triangulated for uniformity. Trying to render a mesh with both triangles and quads would be a slow hell.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

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Mr_Bloodworth
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Post by Mr_Bloodworth »

niko wrote:In some file formats, I triangulate geometry when loading it, shouldn't be a big problem. About loading LWO files: Is on my list for some time now, but it hasn't high priority, sorry. But if you like, write it for your own. You only need to create a class implementing IMeshLoader (http://irrlicht.sourceforge.net/docu/cl ... oader.html) and add it with addExternalMeshLoader to the engine (http://irrlicht.sourceforge.net/docu/cl ... r.html#a42). In this way, you don't even have to modify and recompile the engine.
Im no coder.
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vermeer
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Post by vermeer »

it's quite common to have to use as final-for-th-emgine format, another, different from the 3d tool native one. I've been years at this and still gotta work this way...is no hassle if u think on the output as a very final thing ,ie: u neither edit a jpg... ;)

btw, i have to tell you ...Irrlicht is clearly one of the engine with more formats support out there....And is probably achieving an optimized native one -also very convinient- called MIM.(I have great hopes on it)

you'll find much more prblems when importing an animated character (and that in any game engine i've dealed with...even in companies...)
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