Murphy's Irrlicht Mesh file format
This is a super newbie stupid question, from someone who doesn't know much coding... etc.....
I have downloaded the octtools. Unzipped.
I need use of the obj2mim converter, so I clicked on the exe. I got a short dos window with some text that ran, but the window was only up for 1/2 of 1 second, so, since I'm not a speed reader, I couldn't read it.
How do I use this tool?
I have downloaded the octtools. Unzipped.
I need use of the obj2mim converter, so I clicked on the exe. I got a short dos window with some text that ran, but the window was only up for 1/2 of 1 second, so, since I'm not a speed reader, I couldn't read it.
How do I use this tool?
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Hmm... explaining how to use commandline tools seemed like more work than it was worth. I've put together an untested version of OBJ2MIM with an interactive mode. I'll PM you the address.MikeR wrote:I need use of the obj2mim converter, so I clicked on the exe. I got a short dos window with some text that ran, but the window was only up for 1/2 of 1 second, so, since I'm not a speed reader, I couldn't read it.
How do I use this tool?
If you run it while holding down shift, the window will stay up and you can enter commands as if you were at the commandline, or at least such is the theory (when I said untested, I meant it).
So you run it (holding shift) and then enter something like...
textured.obj -lm lightmapped.obj output.mim <Enter>
Then hit <Enter> on a blank line to exit.
xteq windows tweaking allow u to add the "dos prompt here" at any folder.But actually if u've never ever used msdos (I was a big fan of it) , better that murphy has done that.
somehow it could be faster.
somehow it could be faster.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
and btw, that u can do manually editing the registry, like open any unknown file with notepad,etc.only need to be very cautious.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Yeah, I have a similar thing.vermeer wrote:xteq windows tweaking allow u to add the "dos prompt here" at any folder.
If nothing else, explaining how to do it is just too hard if someone hasn't done it before.But actually if u've never ever used msdos (I was a big fan of it) , better that murphy has done that.
I'm actually adding a much better interactive mode to OBJ2MIM. It still sucks, but it's still a lot better.
... I hate to post twice just like anyone else does. But I just noticed that my question was posted in the wrong thread section. So here we go again ...
I'm still at a loss when it comes to finding Murphy's OBJ2MIM tools. I did find (and tried out) the OCTTOOLS from the constantthought-page. I did not find the OBJ2MIM tools. What am I doing wrong here ? Is it that I'm not a registered user to Murphy's site or is it that the tools aren't simply released yet ?
any help would be appreciated.
wolfsb from berlin, GY
I'm still at a loss when it comes to finding Murphy's OBJ2MIM tools. I did find (and tried out) the OCTTOOLS from the constantthought-page. I did not find the OBJ2MIM tools. What am I doing wrong here ? Is it that I'm not a registered user to Murphy's site or is it that the tools aren't simply released yet ?
any help would be appreciated.
wolfsb from berlin, GY
Yup, the OCT tools have been released for a while, but the MIM ones aren't widely released quite yet. They would have been over the weekend, but instead they'll be released sometime this week -- with the support for Irrlicht 0.8 features and the OBJ2MIM with the improved interactive (non-commandline) mode.wolfsb wrote:I'm still at a loss when it comes to finding Murphy's OBJ2MIM tools. I did find (and tried out) the OCTTOOLS from the constantthought-page. I did not find the OBJ2MIM tools. What am I doing wrong here ? Is it that I'm not a registered user to Murphy's site or is it that the tools aren't simply released yet ?
So I've got a version of FSRad now which writes the TGAs in "bottom-up" format, which is the preferred way for TGA. I used to write them "top-down" and turn on the flip bit, which tells loadlers to flip the image (though Irrlicht doesn't).
I don't imagine anyone is using a workflow that laods these images in Irrlicht (most probably use the images inside the OCT), so it probably doesn't matter, but I was experimenting with a new workflow and it was bothering me. If anyone needs it for some reason, let me know. Otherwise, it'll be in the next release, whenever that is.
I don't imagine anyone is using a workflow that laods these images in Irrlicht (most probably use the images inside the OCT), so it probably doesn't matter, but I was experimenting with a new workflow and it was bothering me. If anyone needs it for some reason, let me know. Otherwise, it'll be in the next release, whenever that is.
New screenshot:

This is the "dungeon" demo map included with Osman Turan's OpenBSP project rendered in Irrlicht via a work-in-progress OBSP2MIM converter. The lightmapping was done with the OBSP map compiler. I think I didn't have the original texture, so I swapped in one of the ones included with the OBSP stuff.
In other news: I've been busy for a couple of days, but today I've done a bit more getting the MIM loader ready for release. MikeR reported problems with it under GCC (the preprocessor didn't like some of my macros), but I've got those fixed now.

This is the "dungeon" demo map included with Osman Turan's OpenBSP project rendered in Irrlicht via a work-in-progress OBSP2MIM converter. The lightmapping was done with the OBSP map compiler. I think I didn't have the original texture, so I swapped in one of the ones included with the OBSP stuff.
In other news: I've been busy for a couple of days, but today I've done a bit more getting the MIM loader ready for release. MikeR reported problems with it under GCC (the preprocessor didn't like some of my macros), but I've got those fixed now.
argggghhhhhhhhhh!
like we say here: you're counting coins in front of the poor!
it simply looks amazing!

like we say here: you're counting coins in front of the poor!
it simply looks amazing!
Last edited by afecelis on Sat Feb 26, 2005 4:50 am, edited 1 time in total.
Ok, I have the test obj2mim working nicely.
I added my object to the tutorial #2 (irrlicht)
included the .h and cpp files.
It works with the ecception:
unsupported file format.
I have been all morning poring over the docs on irrlicht and cannot for the life of me figure out how to add in the format. I know I have to call the format somehow, but can't figure out how. Whenever I add something that I think may be right, well, no go. I just get another error.
Anyone have a bit of code for this? I am going to be bald soon.
I added my object to the tutorial #2 (irrlicht)
included the .h and cpp files.
It works with the ecception:
unsupported file format.
I have been all morning poring over the docs on irrlicht and cannot for the life of me figure out how to add in the format. I know I have to call the format somehow, but can't figure out how. Whenever I add something that I think may be right, well, no go. I just get another error.
Anyone have a bit of code for this? I am going to be bald soon.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
you're not including the mesh loader info in you your main source file.
for octtools is:
check the "addExternalMeshLoader part in the sample source file, I guess with MIM it's gotta be similar
for octtools is:
Code: Select all
#include "COCTLoader.h"
int main()
{
IrrlichtDevice *device =
createDevice(video::EDT_OPENGL, core::dimension2d<s32>(800, 600),32, false, false, false,0);
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
irr::scene::COCTLoader OCTLoader = irr::scene::COCTLoader(driver);
smgr->addExternalMeshLoader(&OCTLoader);
scene::IAnimatedMesh* mesh = smgr->getMesh("data/output.oct");
smgr->addOctTreeSceneNode(mesh);
I don't have an COCTLoader.h file.
Guess I'd better go looking for it. found it
Thanks for the reply. That should move me forwards.
Guess I'd better go looking for it. found it
Thanks for the reply. That should move me forwards.
Last edited by MikeR on Sat Feb 26, 2005 6:53 pm, edited 1 time in total.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram