As has been much discussed, DirectX X files can contain multiple sets of texture coordinates, but Irrlicht doesn't read them. The main problem this causes is that you can't load lightmapped X files in Irrlicht.
I started playing with adding support for a second set of texture coordinates so that I could do lightmapped X files, but eventually went down another route -- that being MIM (Murphy's Irrlicht Mesh) and OCT. OCT provides a workflow based around using FSRad for creating lightmaps (and for the most part, using Blender to set up lights). MIM provides a way to get lightmaps from a number of different packages (CShop, DeleD, gile[s], and many other tools) into Irrlicht.
But, like I said, I did start work on a second set of texture coordinates for X files. After this week, I may not get a chance to do much with Irrlicht for quite a while, so I thought I'd post work on this in case someone finds it useful.
You can find the code on my website.
X file FVFData (AKA lightmapping with DirectX meshes)
X file FVFData (AKA lightmapping with DirectX meshes)
Last edited by Murphy on Wed Feb 16, 2005 12:56 am, edited 1 time in total.
very few tools export multiple uved x , i discovered that one too late, reason why I started to bet better for OBJ (no multiplr uvs, but at least supports smooth groups, not like the only-smoothing thing of x. or the 65k tris limit in mos tool exporters as, for keeping compatible, most are dx8.0 based.only 8.1 dx spec allows more, and the plugins put that limit.on the good side, c allows vertex colors, for extra lighting if mesh tri count is high.)
ASE would have been a better bet...camera , lights animation,unlimited meshes, smooth groups, etc...
imho, mim is the best way now...but yep, maybe someone wants to evolve it.
[ultimate unwrap supports fvf data but x exports loose the texture linking. For free, probably only Deled level editor exportin 2 uv channels with lightmaps. But as far as I know the free version -dunno if works in wine- only allows 16x16 pixels lightmaps...So you probably find your self with the scenario of only Max exporting that properly,with panda exporter....but for that there's already My3d for irrliocht, whic works quite well.]
imo, for now x is best for animation, but how it's been seen, there seem to be people prefering one way , while other choose a different one.
ASE would have been a better bet...camera , lights animation,unlimited meshes, smooth groups, etc...
imho, mim is the best way now...but yep, maybe someone wants to evolve it.
[ultimate unwrap supports fvf data but x exports loose the texture linking. For free, probably only Deled level editor exportin 2 uv channels with lightmaps. But as far as I know the free version -dunno if works in wine- only allows 16x16 pixels lightmaps...So you probably find your self with the scenario of only Max exporting that properly,with panda exporter....but for that there's already My3d for irrliocht, whic works quite well.]
imo, for now x is best for animation, but how it's been seen, there seem to be people prefering one way , while other choose a different one.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Yeah...
I think good tool support really kills it. And X's real win for Irrlicht is animation, anyway, and lightmapped animated meshes are of debatable worth. Though this isn't tied specifically to lightmaps. It could be used for any two texture material type.
Regardless, it had been discussed, I wrote this and it works, so I thought I might as well share.
I think good tool support really kills it. And X's real win for Irrlicht is animation, anyway, and lightmapped animated meshes are of debatable worth. Though this isn't tied specifically to lightmaps. It could be used for any two texture material type.
Regardless, it had been discussed, I wrote this and it works, so I thought I might as well share.