polygon soup level geometry

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guest

polygon soup level geometry

Post by guest »

does the irrlicht engine support polygon soup level geometry?
guest

Post by guest »

what i meant is: is it possible to load an .obj file and use it as level geometry for example? i don't like the limitations of quake3 like csg/bsp level geometry...
madinitaly
Posts: 92
Joined: Sat Nov 29, 2003 8:30 pm
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Post by madinitaly »

You can use whichever mesh you want as a level. You can have your levels in .3ds format, .obj, even .md2 :lol: or you can make your own format by creating a custom scenenode.
Guest

Post by Guest »

cool! and what about speed? will an octree be used for .obj levels? will collision detection work properly? as far as i know .obj supports multiple texture coordinate sets. could i use my own shadowmaps? lots of questions... :)

irrlicht really seems to be very nice! unfortunately i am not very good in c++ so probably i will wait for an useable venom version so i can use it with python...
madinitaly
Posts: 92
Joined: Sat Nov 29, 2003 8:30 pm
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Post by madinitaly »

You should be able to make an octree for any mesh, provided that it has enough triangles. The only problem is that for now only .bsp meshes have support for multiple textures. Thus, working with .obj files, you'll have to put all textures for your level in a single file and then set properly the texture coordinates in your 3d editor / texture editor.
Guest

Post by Guest »

The only problem is that for now only .bsp meshes have support for multiple textures. Thus, working with .obj files, you'll have to put all textures for your level in a single file and then set properly the texture coordinates in your 3d editor / texture editor.
oh! this is a drawback. i hope this will be supported in future versions! thanks for your answers!
wornaki
Posts: 54
Joined: Sat Aug 23, 2003 1:18 am
Location: Argentina, South America

Post by wornaki »

yes, maybe it is a drawback but with programs such as LithUnwrap it should be not only possible but fairly easy
Guest

Post by Guest »

yes, but using one huge texture is no good idea. for 64 512x512 textures i would have to use a 4096x4096 texture for example. many graphics cards don't support such texture sizes...
wornaki
Posts: 54
Joined: Sat Aug 23, 2003 1:18 am
Location: Argentina, South America

Post by wornaki »

A long time ago I saw in this forum or in the one of sourceforge (not active anymore) that a .3ds model could be loaded and that the accompanying textureswould be loaded too. If it works maybe it can help. Otherwise I've run out of answers for you.
Cheers
JoeWright
Posts: 74
Joined: Mon Dec 08, 2003 3:51 pm

Post by JoeWright »

I'm using 3ds models and the textures are loaded as individuals. You have to have the textures in the same folder as the 3ds file but apart from that its fine.

Joe
Guest

Post by Guest »

oh! then the only problem left is shadowmaps. does 3ds (and irrlicht)support multiple texture coordinate sets so that i could apply my own shadowmaps?
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