Murphy's Irrlicht Mesh file format

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MikeR
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Post by MikeR »

Compiler: Default compiler
Building Makefile: "D:\gameengines\irrlicht-0.8\irrlicht-0.8\examples\myworld\Makefile.win"
Executing make...
make.exe -f "D:\gameengines\irrlicht-0.8\irrlicht-0.8\examples\myworld\Makefile.win" all
g++.exe -c main.cpp -o main.o -I"C:/Dev-Cpp/include/c++/3.3.1" -I"C:/Dev-Cpp/include/c++/3.3.1/mingw32" -I"C:/Dev-Cpp/include/c++/3.3.1/backward" -I"C:/Dev-Cpp/lib/gcc-lib/mingw32/3.3.1/include" -I"C:/Dev-Cpp/include" -I"../../include"

main.cpp: In function `int main()':
main.cpp:113: error: `OCTLoader' undeclared (first use this function)
main.cpp:113: error: (Each undeclared identifier is reported only once for each
function it appears in.)

make.exe: *** [main.o] Error 1

Execution terminated
It's calling out this line:

Code: Select all

smgr->addExternalMeshLoader(&OCTLoader); 
:( Ok, still trying to debug.
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
MikeR
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Post by MikeR »

Got this part fixed
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
afecelis
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Post by afecelis »

gr8, I meant to look for similar code in the MIM files. The octstuff is the one I'm familiar with, but since both (mim-oct) come from Murphy I thought the way to load them would be similar.

let me know how it goes.
Murphy
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Post by Murphy »

afecelis wrote:gr8, I meant to look for similar code in the MIM files. The octstuff is the one I'm familiar with, but since both (mim-oct) come from Murphy I thought the way to load them would be similar.
It's exactly the same except you instantiate a CMIrrMeshLoader instead of a COCTLoader, and constructors for these take slightly different arguments.
Murphy :(

Post by Murphy :( »

Ahh, motherboard fried today.
Hopefully I'll manage to get the MIM stuff released in some form before I finally hit the road this week. :(
vermeer
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Post by vermeer »

heck, such bad luck...
Finally making games again!
http://www.konekogames.com
afecelis
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Post by afecelis »

that's why it's called "botherboard"
Murphy
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Post by Murphy »

Thanks to a generous donation of hardware, I've got my good machine running again. Sort of. As in it's sort of working and it's sort of the same machine. :)

I lost a lot of my configuration, but all of my projects are safe and sound.

I've also got a new video card! This one has pixel shaders, so maybe I'll do GLSL for Irrlicht now... unless someone beats me to it -- I really don't know when I'll be able to.

My machine still needs a lot of configuring, but my trip has been delayed (again!) until at least Tuesday, so I'm still hoping to get MIMTools 1 released before I go.
AutoDMC
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Post by AutoDMC »

Sorry, I'm a bit confused.

I would like to go ahead and use MIM in my programs. I've got meshes in OBJ format, and I'd like to use FSRAD or some other radiosity program to make up textures, then use them in Irrlicht.

I've read through this stack of posts, and I've attempted at navigation of Murphy's site, but I'm even more confused then when I started.

Which utilities do I need to convert OBJ levels into MIM levels, and run a radiosity engine over the level? How to I export the lights from the radiosity engine into Irrlicht automatically? Thanks.
vermeer
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Post by vermeer »

It's logical that you are confused. Specially with such long thread...But it's pages have helped a lot in the appeareance of it..;)


Look, you have two options with Murphy's workflows (actually there are more, he made a dmf and csm direct loaders, and mohaps made others....etc...)


A ) oct format, the one that is output by Fsrad(modified), and oct tools(a blender export plugin, an oct loader, maybe something else I'm forgetting). Fsrad is a radiosity lightmap generator. You can output oct files from Murphy's modified fsrad, or oct files from Trancos modified Fsrad. In the case of Murpht's loader, you can just then use OCT loader for irrlicht that he also made. You can even export as a first step of all, the level and lights from Blender, thanks to Murphy's oct blender exporter. You can then load that oct (which yet has not got lightmaps, only mesh, materials and light info) in Murphy's modified Fsrad .He even made a Linux (Wine emulator in it) that works in linux Wine.

In Fsrad, you (u'd better learn wel fsrad usage, one way or the other) then set upt your settings. Generate the lightmap+ new oct. Load the oct in Irrlicht with Irrlicht OCT loader made by him.

* disadvantages: curved surfaces...both Trancos and Murphy's ways related with Fsrad have this problem...cause the problem is inside fsrad: it does not consider other thing than flat surfaces. A cilinder will allways be lightmapped faceted. Yet though, it's imho quite very good for large levels, if no curved surfaces there, or u know how to retouch the lightmap in 2d later on.

* advantages, also from my POV:

1 that is by far the most universal way. Is multiplatform,(Blender and Fsrad can run in Linux) it uses a free lightmapper, and the software to build the whole scene, light color and positions, it's free.
2 It's seeming to be faster and more sensible for large scenes than I though, and than some other of my options for making a lightmap.A pitty of the curved surfaces...


B ) My favorite way : MIM format and MIM tools. Mainly (again I can be forgetting stuff) Mim tools are: OBJ2MIM, an explendid tool that will convert an OBJ with texture+ a copy of that OBJ but with different material and tetxure (with lightmap tga instead) , into a *.mim file : and xml editable and clear file, which has 2 UVs support, and several other features.Tweakable by the artist as u can for example, change the multiply style , the lightmap "way" of doing. In case really needed,huh.
And also a MIM format loader.

As you see, the workflow is quite shorter(I'm using it to test real time viewing of my level for OTHER engine, lol...as it's very fast workflow), yet....it requires you having a comercial lightmapper. Or use another free lightmapper, but the two I know, Trancos's and Slimshady, can't support curved faces either (nor are of the quality of a radiosity solution, logically.Trancos has in hold a version with curved surfaces support. Of his own tool, I mean, not his fsrad modification.)
The mim tools wehere

I have the ms dos comand line version (ms dos console window, that is, or just make a bat file with the command and options)
And suits me. But he's making a Windows version, that actually avoids the use of bat file or plainly write obj2mim file file ....with the settings...some people don't like dos windows ;)


I have several versions all messed up here, as I have been beta testing it.

But we must wait till he can put things up again, to upload the final brand new version :)

As I have Giles (and others have Lightwave, XSI, Max, Maya, etc) I don't have a need for a free radiosity lightmapper. but the OCT workflow allows using Blender+fsrad for it. In a very good workflow.

Giles works simply perfect with OBJ2MIM, and I can further edit the Giles output, previous to final OBJ2MIM, thanks to the universality of the OBJ format.


I am 99'9% sure once he have it up, the very final version, he'll say here, so don't you worry, I most surely relink it directly also in Faq&tools sticky.

of course, there are other good ways: csm loaders, dmf loaders, lmts loader(Jox, author of the great x exporter modification) , My3D (for Max users) , Afecelis Gmax workflow and tuts, Giles loader....If I am not wrong, together with Murphy's tools, all actually allow loading a 2 uv channelled scene with texture and lightmap. Oh, Murphy also coded support for the second uv channel in X files(Max can export it, but not other tools...), but I rather prefer the OBJ format.

As you have noticed, my personal preference is Murphy's workflow, specially MIM and mimtools.

:)

Hope it clarified it....
Finally making games again!
http://www.konekogames.com
vermeer
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Post by vermeer »

Which utilities do I need to convert OBJ levels into MIM levels, and run a radiosity engine over the level? How to I export the lights from the radiosity engine into Irrlicht automatically? Thanks.

if you like OBJ format (I love it) you can use the OBJ plugins to import an OBJ into Blender, for the OCT workflow if you don't own Max or Giles or any other radiosity lightmapper. So, you can import an OBJ in Blender, position the lights, set a color and intensity for it, and export the oct with murphy's script. Read the readme anyway.

Another free way not using blender, of lowr quality, but very simple: Use slimshady , generate the lightmaps, export (I think) as x file, open in Lithunwrap, and save there as OBJ. Setting first as material texture the texture, and save again with lightmap as main texture instead. Apply the OBJ2MIM to these files (obj2mim filetexture file with lightmap+ settings, well, it's told in readme, and if you hit obj2mim with nothing else, in a dow window)

That'd be it.


For the blender way, you can import the obj with the obj plugins in TOOLS DEPOT, down in my sig.

Lithunwrap is also hosted there, if I remember well, click TOOLS DEPOT .

Is long time since I generated that raw index.htm, thanks to the generousity of Bal.

Of course you can just model directly in Blender, if you prefer, then no other tools than Blender, the script and fsrad are needed.And of course, the irrlicht loader.
Finally making games again!
http://www.konekogames.com
cmoibenlepro
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Post by cmoibenlepro »

Use slimshady , generate the lightmaps, export (I think) as x file
unfortunately, slim shady can import .x files
but it can only export blitz3d files.
(and lithunwrap can't import b3d...)
Murphy
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Post by Murphy »

Would there be much utility in a B3D to MIM converter?
cmoibenlepro
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Post by cmoibenlepro »

yes it could be useful (more feature is always good), then I could use maplet and slimshady to make maps for irrlicht.

The real question is: Is it a lot of work to add it?
and also: Do you want to do it?
:wink:
Last edited by cmoibenlepro on Thu Mar 10, 2005 5:31 am, edited 2 times in total.
Guest

Post by Guest »

vermeer wrote:
Another free way not using blender, of lowr quality, but very simple: Use slimshady , generate the lightmaps,
Please excuse my ignorance but how does one obtain slim shady? Can't seem to find it.
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