Well, I load a Quake3 Map into the game, and I get one of the following results:
- A completely invisible map
- A map that has huge chunks missing, or partially invisible
Any ideas as to why this is happening? I have all the correct file names. I have tried many maps as well. Some maps have all the parts, but there will be one or two little "invisible" squares where you can fall through and theres no texture and other maps just dont even appear. They all work in Quake III, so I have no clue why Irrlicht cant use them now. Quite strange.
Quake III Map Problems
Your doing the step where you load the BSP as an archive right ?. Beacuse you need to load it as an archive and you need to define all textures which lies in that BSP file to get it to show properly, and i guess in some cases you will need to load up alot more of the things. The example as I understand it, only uses 1 texture therefore they only need to load 1. I guess you could program it to load any textures that lies in the archive, sounds possible. and then start the mapname.BSP file.
My advice is to further examine the examples\02.Quake3Map example further.
Good luck.
My advice is to further examine the examples\02.Quake3Map example further.
Good luck.
What if is what if meant what is ? Pretty looping.*Temporary Sig*
It dosent anywhere in the tutorial, show you how to load the textures. I have a pk3, the Quake III format, which is an archive. It includes textures, maps, etc. I simply tell Irlicht which map to open, and it textures itself. Problem is, its just coming up with missing pieces or it dosent show up at all.
Add another line in your code to load in the pak0.pk3 archive.
And copy the pak0.pk3 into your media folder.
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Acura slx specifications
And copy the pak0.pk3 into your media folder.
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Acura slx specifications
Last edited by area51 on Tue Feb 22, 2011 1:04 pm, edited 1 time in total.
Its already in the projects media folder. I have two lines of code, one which loads just the file itself, and then the full path to the file, like that in the tech demo source. I finally figured out that all of the .pk3 files I have been using to test Irrlicht were missing media files, because they were for Quake III and needed the Quake III files.
I didnt figure out if you fixed the problem or not, I think you did
Anyway, you should have 3 lines, 2 to load in the pak archives, 1 to call the bsp
When people make their maps and pak them in pk3 files, they only add custon or new textures, and rely on the default Quake3 textures in pak0.pk3. Its those that are missing.
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NO2 VAPORIZER REVIEWS
Anyway, you should have 3 lines, 2 to load in the pak archives, 1 to call the bsp
Code: Select all
device->getFileSystem()->addZipFileArchive("media/map-20kdm2.pk3");
device->getFileSystem()->addZipFileArchive("media/pak0.pk3");
...
...
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
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NO2 VAPORIZER REVIEWS
Last edited by area51 on Tue Feb 22, 2011 1:04 pm, edited 1 time in total.
When working on my Q2 map loader (which is based on the Q3 loader), I added a debugging parameter which helped me a greatly -- if a texture is missing, the loader uses a default texture instead of none at all. Helped me tremendously (especially before I got the WAL texture loader working ). Maybe this should be added to Irrlicht?
The demo Q3 BSP included with Irrlicht has a missing texture or two itself...
The demo Q3 BSP included with Irrlicht has a missing texture or two itself...