Waiting for yours new screens...
My3D Tools v.3.15 Updated
help Zdimitor!
Ok, I created the trees in Giles but changed the png texture files for tgas. I checked that transparency was loading ok with tgas in Tree[d]. Placed the trees in my level in Giles, calculated lightmaps (no shadows from the trees seem to be casted) and exported to my3d.
when running the app, i get the "could not load testure2 error for the tree textures (although I'm placing the tgas in the folder with the my3d file) and all I get is some black stuff. Help!
Is there a special way of adding them? do we have to do the child geometry stuff again? Dunno if the complexity of the map has something to do.

when running the app, i get the "could not load testure2 error for the tree textures (although I'm placing the tgas in the folder with the my3d file) and all I get is some black stuff. Help!
Is there a special way of adding them? do we have to do the child geometry stuff again? Dunno if the complexity of the map has something to do.

I also decided to isolate the tree in your example and create an app for it. The interesting thing is it's also showing up black; so in your example its texturing is only visible thru the use of dynamic lights. Gonna play around with the EMF_LIGHTING options.

tho in my other app I still get the "could not load texture error"

tho in my other app I still get the "could not load texture error"
that was it! I set emf lighting to false and it worked.

so now it's working with your tree, but I got problems to find textures in mine!

so now it's working with your tree, but I got problems to find textures in mine!
Last edited by afecelis on Wed May 18, 2005 4:29 am, edited 1 time in total.
2Afecelic:
Well!! I think your problem in materials names.
For new materials with you must specially name them:
1) EMT_TRANSPARENT_ALPHA_CHANNEL material (special for trees)
If you wants to use this material in Irrlicht you must name it in Gile[s]
or MAX like this:
AlphaChannel-*
AlphaChannel-YourMaterialName
AlphaChannel-Material_12
2) EMT_SPHERE_MAP material (for environment mapping)
If you wants to use this material in Irrlicht you must name it in Gile[s]
or MAX like this:
SphereMap-*
SphereMap-YourMaterialName
SphereMap-Material_12
This is described in file my3d_irrlicht_loader/CHANGELOG.txt
One more thing - you cant use AlphaChannel material with LightMaps!!!! (Irrlicht has no such material EMT_LIGHTMAP_ALPHA_CHANNEL)
Use dynamic lighting with them and your trees shows up with lighting.
2All who using My3D Tools:
I think we need a good tutorial of using My3DTools, I'll be happy if someone could help me with that
Well!! I think your problem in materials names.
For new materials with you must specially name them:
1) EMT_TRANSPARENT_ALPHA_CHANNEL material (special for trees)
If you wants to use this material in Irrlicht you must name it in Gile[s]
or MAX like this:
AlphaChannel-*
AlphaChannel-YourMaterialName
AlphaChannel-Material_12
2) EMT_SPHERE_MAP material (for environment mapping)
If you wants to use this material in Irrlicht you must name it in Gile[s]
or MAX like this:
SphereMap-*
SphereMap-YourMaterialName
SphereMap-Material_12
This is described in file my3d_irrlicht_loader/CHANGELOG.txt
One more thing - you cant use AlphaChannel material with LightMaps!!!! (Irrlicht has no such material EMT_LIGHTMAP_ALPHA_CHANNEL)
Use dynamic lighting with them and your trees shows up with lighting.
2All who using My3D Tools:
I think we need a good tutorial of using My3DTools, I'll be happy if someone could help me with that
whoa! lots of things! I'll try out the materials thing.
and I'll try to put up some tuts on my3d with max and Giles
edited:
Just checked your materials in giles and I'm getting it. hehehhee
ps. Final question Dmitri: so what would be a good approach to use trees in my level if it's completely lightmapped? Add the trees in Giles, bake the lightmap and place a dynamic light above each tree in Irrlicht?
and I'll try to put up some tuts on my3d with max and Giles
edited:
Just checked your materials in giles and I'm getting it. hehehhee
ps. Final question Dmitri: so what would be a good approach to use trees in my level if it's completely lightmapped? Add the trees in Giles, bake the lightmap and place a dynamic light above each tree in Irrlicht?
so I use the test level as reference to place the trees in Giles, but then i erase everything but the trees and export only the trees as My3d? This way I export the lightmapped level as one my3d, and then the trees as a second my3d but with emf lighting set to "true" to get my dynamic light "sun" to cast shadows with the trees?
hehehe, sounds complicated, huh?
and what about the nice tree lightmap you're getting? we'd have to sacrifice it for dynamic shadows?
hehehe, sounds complicated, huh?
and what about the nice tree lightmap you're getting? we'd have to sacrifice it for dynamic shadows?
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blackbirdXXX
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