Model Color

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curtis
Posts: 22
Joined: Thu Oct 28, 2004 9:09 am

Model Color

Post by curtis »

I used milkshape, and set colors for my model, then i exported it to 3ds, just to make sure everything look right i check it out in gmax, it looked good with the colors right and everything. Is there anything in irrlicht I can do to make the colors show up on the model, I mean... Do you have to use skins on all the models...?
asdf
curtis_not_logged_in

come on people

Post by curtis_not_logged_in »

I really need some help with this...
cartoonit
Posts: 286
Joined: Mon Nov 15, 2004 6:36 pm

Post by cartoonit »

So the colours are not showing up on the model?? Have you tried:

Code: Select all

node->setMaterialFlag(EMF_LIGHTING, false);
Guest

Post by Guest »

yes it still doesn't appear
curtis_not_logged_in

Post by curtis_not_logged_in »

any help
AlexL
Posts: 184
Joined: Tue Mar 02, 2004 6:06 pm
Location: Washington State

Post by AlexL »

I don't know to much about modeling, but here's what I think may be the problem. Curtis is setting the meshes colour in Milkshape, like you'd do in 3DSMax, to be able to tell one part of the mesh diferant then the other while in flat or gourad shaded mode. To my knowledge, when you export the mesh from what ever program your using, the colours of the mesh inside the editor are not exported with. So I'm thinking the answer is yes, you must have a skin in order to show the colours. But I don't know for a fact :wink:
Bryan Abrams
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Location: New Jersey
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Post by Bryan Abrams »

just take a 1x1 bitmap of the color you want and set that instead of the color thing.
Guest

Post by Guest »

From the API doc:

SColor irr::video::SMaterial::AmbientColor
SColor irr::video::SMaterial::DiffuseColor
SColor irr::video::SMaterial::EmissiveColor

If you set these properties for the material you applied, Irrlicht should honour them (on paper at least - I haven't tried it).
eXodus
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Post by eXodus »

Bryan Abrams wrote:just take a 1x1 bitmap of the color you want and set that instead of the color thing.
Wouldn't doing so make the texture repeats itself gazilions of time? I guess it would be better to use a 64px one when following this strategy.
Bryan Abrams
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Location: New Jersey
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Post by Bryan Abrams »

as long as it doesn't go outside 1.0 or 0.0 in the uv coords, then no, it wont.
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