Murphy's Irrlicht Mesh file format

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puh
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Post by puh »

The problem was with ENT, which (maybe) couldn't (until LT added it?). My Blender exporter exports an OCT with correct texture information (materials and coordinates), and no lightmap coordinates (obviously).
Yes, looks like that's so. I am afraid I just didn't pay much attention to it in the moment it was released...I was buying Gile[s]
I found no problem (with LT modification ). 8)
Could you please send to me the model and I'll try to make it in LMTools? mycop at one D0T lv
Murphy
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Post by Murphy »

puh wrote:
The problem was with ENT, which (maybe) couldn't (until LT added it?). My Blender exporter exports an OCT with correct texture information (materials and coordinates), and no lightmap coordinates (obviously).
Yes, looks like that's so. I am afraid I just didn't pay much attention to it in the moment it was released...I was buying Gile[s]
I found no problem (with LT modification ). 8)
Could you please send to me the model and I'll try to make it in LMTools? mycop at one D0T lv
There isn't a problem when doing it with LT's workflow because he added support for texture coordinates which was missing from ENT before he extended it (I seem to recall reading that it may have been partially implemented, but a quick look at the source didn't turn it up).

The above was concerning Vermeer not knowing if OCT supported texture info. Which it does.


In news for today, I have put together all the pieces for the first release of OCTTools (OCT2OBJ, Blender OCT exporter, my FSRad build, OCT loader for Irrlicht, and some sketchy documentation). I'm going to run all my test workflows using the exact files I'm planning to release just to make sure everything is working, and then it'll up.
vermeer
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Post by vermeer »

GREAT!

Thanks a lot , Murphy.

I'll test it with my broken hand the best Ican...:)

Puh, there is not a problem with trancos tools(alternate ways are essential thing in 3d).My purchase of giles was as I wanted the uber powerful solution.;) Same reason for which while I can do quite 'featuredly' well with Blender , I really loved the XSI capabilities for character animation, and the overall package...

call it a kind of passion... ;) (only real reason why I help here, too)
i'm a gfx man for a living, too...;)
Finally making games again!
http://www.konekogames.com
Murphy
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Post by Murphy »

I've released version 1.0.0 of OCTTools. OCTTools contains an OCT exporter for Blender, an OCT loader for Irrlicht, the OCT2OBJ commandline converter, and my own build of FSRad.

You can download it from my website here.
Darkangel

Post by Darkangel »

I like what I see so far. But, I'm running into some problems. I did the oct2obj, twice. Now where is this obj2mim that everyone is talking about?

And, I had a compile error with the Irrlicht Loader.
'CColorConvertor.h not found'.
afecelis
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Post by afecelis »

gr8!!! too bad there's no Linux version of fsrad.

I'll try it on windows tomorrow. Thnx for all the hard work!! :D
Murphy
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Post by Murphy »

Darkangel wrote:I like what I see so far. But, I'm running into some problems. I did the oct2obj, twice. Now where is this obj2mim that everyone is talking about?
OBJ2MIM and the rest of the MIM tools are not released yet.
But for a simple Blender/OCT/Irrlicht workflow, OBJ2MIM is not necessary, as it's possible to load the OCT straight into Irrlicht via COCTLoader.
And, I had a compile error with the Irrlicht Loader.
'CColorConvertor.h not found'.
Sorry about that. I have the Irrlicht sourcecode in my includes path so I didn't have that problem. But CColorConvertor isn't actually used. Just remove the '#include "CColorConvertor.h"' line and try again. I'll fix that in the next release.
afecelis wrote:gr8!!! too bad there's no Linux version of fsrad.

I'll try it on windows tomorrow. Thnx for all the hard work!! :D
Let me know how it goes. :)

Yeah, no Linux FSRad... I'd port it, but only if someone wanted to pay me. ;) It might very well run okay on WINE anyway.


MIM stuff will still be forthcoming if there's interest, but I still need to rewrite the loader as an external loader.
vermeer
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Post by vermeer »

fantastic me and my broken hand will try to test some of that now...(sadly, no coding/irrlicht knowledge)

"Originally posted by afecelis:
gr8!!! too bad there's no Linux version of fsrad.

I'll try it on windows tomorrow. Thnx for all the hard work!"

yup,afe, try wine, tends to work great :)
Finally making games again!
http://www.konekogames.com
afececelis_notlogged

Post by afececelis_notlogged »

hey Vermeer!!!

you really broke your hand? or is it just from too much mouse-work?

if so, how in hell did you break it? :D

now the question: Wine is the free version? or should I use WineX or Cedega?

I heard the free version is a bit buggy.

have a nice day guys!
Murphy
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Post by Murphy »

afececelis_notlogged wrote:I heard the free version is a bit buggy.
They're all buggy. :) But, FSRad doesn't really do that much that has to do with Windows or the OS at all. All it really does is open files and allocate memory.
Darkangel

Post by Darkangel »

Stupid question, I'm sure. That OctLoader. Is that a full program, or is it just a class I need to call on from Irrlicht?
Murphy
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Post by Murphy »

Darkangel wrote:Stupid question, I'm sure. That OctLoader. Is that a full program, or is it just a class I need to call on from Irrlicht?
Referring to COCTLoader.cpp? It's an OCT mesh loader for Irrlicht. You add it to your project, and create an instance, which you pass to Irrlicht. Irrlicht can then use it to load OCT files. From the ReadMe that comes with OCTTools:

Code: Select all

irr::scene::COCTLoader OCTLoader = irr::scene::COCTLoader(driver);
smgr->addExternalMeshLoader(&OCTLoader);

scene::IAnimatedMesh* mesh = smgr->getMesh(meshName);
smgr->addOctTreeSceneNode(mesh);
The first two lines create an instance and pass it to Irrlicht. The second two load a mesh (where meshName might be "test.oct" or any other Irrlicht supported format) and add it to the scene.

Once you've added the loader to Irrlicht (the first two lines), you can load OCT files the same way you load other mesh formats -- with the scene manager's getMesh() method.
Darkangel

Post by Darkangel »

Got ya!


Not sure how I missed that. But, oh well. I'm gonna give it a go. Thanks for the help, and the patience.
vermeer
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Post by vermeer »

This is an extremely good and useful project.

5 stars ! :)
Finally making games again!
http://www.konekogames.com
Murphy
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Post by Murphy »

On the Linux front:

I tried the version of FSRad I released on Linux via WINE, and it didn't work. Of course, my WINE is from 2003, which probably doesn't help.

Rather than build a new WINE, though, I built a new FSRad with some different build options. I took a slightly educated guess as to what the problem was, and... hey, what do you know? It worked.

There was one user interface issue which kept me from saving seperate RAW and TGAs of the lightmaps (I could only save them into the OCT), but I wouldn't be suprised if that just went away in newer versions of WINE. It's not terrifically problematic anyway, nor would it be particularly hard to fix.

Anway, it's possible to run FSRad on Linux, so you could get the whole Blender->OCT->FSRad->OCT->Irrlicht workflow going.


Okay, an update... I've built the latest version of WINE and tried again.
The original build that I distributed still doesn't work. The next one I release, I'll try to make sure does.
The UI is a little less usable now. All the property pages except the first one extend a bit too far to the right, making them a bit annoying to work with. Might be a font issue.
The issue that kept me from exporting RAW and TGA lightmaps is no longer an issue. It seems like this may actually have been a configuration issue with my old WINE installation (which was done from the SuSE WINE RPM).
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