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This may be a dumb question but I was wondering if you edit a level for instance that is a 3ds file, and you want to make certain objects within the level differnt textures then the walls and floor do you have to make a seperate mesh for each individual object in the level and apply a differnt texture or can you do it some way using the 3ds file itself?
You'll have to use a 3D Modeler or something.. like MilkShape3D and set the texture coords on a image. But right now every "texture" will have ot be one file...
So if i use milkshape 3d I should beable to texture individual peices of mesh? Until the engine is further updated? how did they make the techdemo level then
I'm using Milkshape for modelling and then I export the file to .3ds-format. Irrlicht says "Texture not found", but nevertheless it displays the whole scene with different textures. Be careful with the file names: It seems that they have to be 8+3 characters.
The techdemo is a quake bsp. The textures are loaded as the mesh is built from the bsp. If the mesh you are loading is pre-built and pre-materialized, you will have to edit the mesh file to set the skin how you want it.
Then, you can take that skin layout and make several other textures for the same mesh. This is known as "skinning".
I know what skinning is ive done skinning before but in the techdemo they seem to have lights in locations of the map, that are lights coded into the engine, but rather the file itself?