DeleD DMFLoader for Irrlicht

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ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi All,
Please sign in to this forum so when I answer I know who you are (I don't know if one guest is the same every time.)
Anyway I'm quite finished to implement dynamic lights.
So first to release another version I want be sure that everyone has compiled this successfully, if not please post your troubles and I'll explain you a possible solution.
As explained more than 1 time, these classes have been tested with Dev-Cpp 4.9.9.2 (MinGW 3.4.2) and Irrlicht 0.8 and are written in pure c++.
DMFLoader is machine indipendent, while the example is thinked to work with a win 32 machine.
For a good knowledge of classes please read the help included or post here or mail me.
If everything will be OK I'll release the new interface for this week-end.
Bye :D
condrula
Posts: 44
Joined: Wed Mar 10, 2004 11:51 pm
Location: italy

Post by condrula »

[quote="ilbuzzo"]Hi All,
Please sign in to this forum so when I answer I know who you are (I don't know if one guest is the same every time.)
Anyway I'm quite finished to implement dynamic lights.
So first to release another version I want be sure that everyone has compiled this successfully, if not please post your troubles and I'll explain you a possible solution.[/quote]

:roll:

Hello Buzzo, I tried very hard to use your class, I tried also the example project but it not even works for me
At least it seems Im the only with problems
edit:
I use Devcpp 4.9.9.2
I use the Irrlicht.dll original from niko's sdk(no directx fix for devcpp), so I use only opengl
I have a P3-933 with tnt2 64(32mb)
condrula
Posts: 44
Joined: Wed Mar 10, 2004 11:51 pm
Location: italy

Post by condrula »

[quote="condrula"]
Hello Buzzo, I tried very hard to use your class, I tried also the example project but it not even works for me
At least it seems Im the only with problems
edit:
I use Devcpp 4.9.9.2
I use the Irrlicht.dll original from niko's sdk(no directx fix for devcpp), so I use only opengl
I have a P3-933 with tnt2 64(32mb)[/quote]

Eureka!!! :lol:
I got it!!
I tried your irrlicht.dll with d3dx9.dll, and now works all!!!
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi Condrula,
I'm happy you solved your throubles, anyway, just as notice, my dll is optimized for amd athlon xp machines, but you can use it for all other machines.
Bye :lol:
condrula
Posts: 44
Joined: Wed Mar 10, 2004 11:51 pm
Location: italy

Post by condrula »

Thank you for your support
Can I ask you another thing? Can you compile your "irrlicht.dll" also for directx8? because my graphic card is quite old
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi Condrula,
I've had some troubles with Irrlicht 0.7 and DirectX 8.1, but to tell the truth, I've not tried with Irrlicht 0.8.
I'll give it a try maybe later or tomorrow.
Anyway I'll let you know something.
Bye :D
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi All,
Well Condrula I've successfully re-compiled Irrlicht 0.8 including DirectX 8.1 support, here a sample screenshot:
Image
If you send me your email I'll send you for mail these files (you need d3dx8.dll too) or if you have enough patience I'll upload on my site with the next version of DMFLoader (including Dynamic lights).
Anyway I'd like to post a question to community:
Do you like two packages, one for source and another one for exes?
Or just a full package?

Two packages solution is better for me because I'll upload classes (source) in real time, while exes (a little bit larger) will be uploaded is a second time (just when I'm at University cause I don't have a DSL connection at home like this week ;) ).
Anyway let me know what do you think about it.
bye
:lol:
laforced
Posts: 39
Joined: Tue Feb 01, 2005 5:07 am
Location: South Carolina,USA
Contact:

Post by laforced »

Hi Ilbuzzo;

I think that 2 seperate archives are best. I usually only get
the source when there is an update. Look forward to more
great work. Thank you.
If you're not making GREAT games
you belong in an institute!
The Game Institute.
www.gameinstitute.com
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi Guys,
From now you can download my DMFLoader from DeleD main site, in the products menu under various submenu.
This is the address:

http://www.delgine.com/index.php?filena ... &menus=off

So maybe downloads will be faster from DeleD main site.
A particular thank to Jeroen and Paul Jan from DeleD for the greit program.
:D
Bye
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi Condrula,
I've mailed to your address files but this morning I've received mailing system failure:
The attached message had PERMANENT fatal delivery errors!

After one or more unsuccessful delivery attempts the attached message has
been removed from the mail queue on this server. The number and frequency
of delivery attempts are determined by local configuration parameters.

YOUR MESSAGE WAS NOT DELIVERED TO ANY OF IT'S RECIPIENTS!

Failed address: condula's email
I'm just retring this morning but, if I'll receive more errors please send me another e-mail where I can send this email.
Bye
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi All,
Development news:

Image

This scene has loaded two cubes and one plain, some objects are lightmapped and some not could you say what are the lightmapped?
This scene uses 2 dynamic lights positioned with DeleD and correctly loaded by Irrlicht.
So I'm writing a little more comment to code and help prior to release.
Note that with this release an object not lightmapped will not be seen in full light (owing to dynamic lights use) unless you put Shadow Intensity in DeleD to 0 or you put a dynamic light in your scene.
The adding of dynamic lights is maden by renaming a pointlight to dynamic_ followed by your chosen name, so DMFLoader could load properly that light.
A release will arrive in few days (to tell the truth I would implement water effect loading before this but I'll see...;) ).
Bye :D
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi Guys,
I've right now updated the code of DMFLoader and binaries to version 1.1, you can download:

DMFLoader exe [1756 KB]
http://www.ilbuzzo.net/downloads/DMFLoader.zip

Classes and help files plus a DeleD sample [89 KB]
http://www.ilbuzzo.net/downloads/DMFLoaderSDK.zip

I've corrected one bug in Ambient light rapresentation (red and blue were inverted) and added dynamic lights support and a new sample.
I've also added flat colour support, in fact I've added a DeleD file that doesn't need textures, so you can try the loader.
Bye ;)
afecelis
Admin
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
Contact:

Post by afecelis »

ilbuzzo, you're getting these results with Deled Lite or Pro?
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi Afecelis,
The test sample is maiden with DeleD Pro (because of the text primitive) but the other levels are maiden with DeleD Lite, in fact to use dynamic lights you only need pointilights (implemented in DeleD Lite too).
Anyway DeleD Pro is more flexible and powerful cause it let you use more light types and primitives (just like text etc...), and it has a good price if compared to other packages.
But to stay general I've not used, in my loader class, nothing that can't be produced with DeleD Lite too.
Bye :D
ilbuzzo
Posts: 71
Joined: Sat Mar 05, 2005 4:00 pm
Location: Italy

Post by ilbuzzo »

Hi Guys,
As said before I've released DMFLoader version 1.1, and you can download from Delgine main page at the following address:

http://www.delgine.com/index.php?filena ... &menus=off

that is really faster than my site, or you can download as said before from the following addresses:

http://www.ilbuzzo.net/downloads/DMFLoader.zip

http://www.ilbuzzo.net/downloads/DMFLoaderSDK.zip

Let's speak a little more of this new release, its main feature is the direct loading of dynamic lights from within DeleD map .
The only thing you have to do in DeleD map to let Irrlicht recognize the dynamic light (or lights) is to rename a pointlight (in example pointlight1) with the suffix dynamic_ (in example dynamic_pointlight1) and the game is done. Note that parser is case sensitive, so if you use Dynamic_ or DYNAMIC_ or any other writing it's not recognized (for other infos look at the help file).
Another major implementation is correct loading of flat colour materials (you can use them in DeleD).
I've also corrected a minor bug due to DeleD rapresentaion of Ambient colour (00FFFFFF is 00? blue,green,red and not red,green,blue) with all values the same you have not troubles but you never know.
I've also updated main sample code to let you use DirectX 8.1 and dynamic lights, help file is updated too.

DMFLoader.zip contains just binaries:
-DMFLoader.exe : The main loader
-Irrlicht.dll : Irrlicht engine (optimized for AMD Athlon XP and including
DX9,DX8.1,OPENGL)
-d3dx9.dll : A support library for some dx9 functions
-d3dx8.dll : A support library for some dx8 functions
-sample.dmf: A sample DeleD map file with dynamic lights
(you don't need textures)

DMFLoaderSDK.zip contains cpp files and help:
-dmfsupport.h : A header file containing some support classes and
functions
-CDMFLoader.h : main header of CDMFLoader class
-CDMFLoader.cpp : CDMFLoader implementation
-main.cpp : a sample main to show loader usage
-example.dev : a sample project fo Dev-Cpp 4.9.9.2
-readme.txt : a simple readme
-DMFLoader.chm : main help guide to loader class
-DMFLoader.chi : main TOC for help

This time I've been a little more exaustive (at least I hope so) ;)
bye

P.S.: Next release after Easter featuring : water loading....
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