grab the files+source here:
http://files.wildspad.com/afecelis/irrl ... y3dtut.zip
1.Create a folder inside of your "projects" or "examples" folder in your Irrlicht structure (or use the one in my example "my3dtut"); make sure that all the paths used in the main.cpp file will find the necesary include and lib folders.
http://files.wildspad.com/afecelis/irrl ... oard01.jpg
2.EDITED IMPORTANT NOTE:After Irrlicht 1.0 you don't need to set the texture path; Including this line will make your app crash so if you're getting errors when compiling try removing the set path line.
Check how I placed the texture files (previous screenshot) that we'll be using in the "data" folder.(this is crucial when we define the texture path for the my3d file). Create or use the max file I'm including; it's a room composed of 4 walls, a ceiling, a roof and some solids in it.
http://files.wildspad.com/afecelis/irrl ... oard02.jpg
3.create a material for each of the objects, gray for walls, blue for ceiling-floor, orange for the sphere, red for the teapot and white for the box. Remember, only use the difuse channel to drop the included jpegs (or the ones you use for your materials) and each material should be separate, no multi-subobject materials. Apply them as mentioned:
http://files.wildspad.com/afecelis/irrl ... oard03.jpg
4.Place some lights in your scene; I used a couple of omni lights that cast shadows. Render a scene to check how shadows are showing up before the next step. You may add color, change their intensity, their near and far attenuation, etc etc etc. The experimentation part is up to you.
http://files.wildspad.com/afecelis/irrl ... oard04.jpg
5. Once satti¡sfied, select all of your objects (ctrl+a) and go to to the Rendering-render to texture menu (or just hit zero):
http://files.wildspad.com/afecelis/irrl ... oard05.jpg
6.In the menu that show up, select "add" and then "lighting map"; make it 512x512
http://files.wildspad.com/afecelis/irrl ... oard06.jpg
7. Once done, hit render (from the render to texture menu-not the regular rende rbutton), wait for some time while your lightmaps get created and once it finishes your 3d model will display lightmaps. tip; before doing this I like to save my max file as _lm in case I need to have a copy of the original.
Baked lightmaps:
http://files.wildspad.com/afecelis/irrl ... oard07.jpg
the lightmaps get created in 3dsmax's "images" folder:
http://files.wildspad.com/afecelis/irrl ... oard08.jpg
now we're ready to export to My3d. Go to file, export and select my3d from the export formats; save your exported file as "scene.my3d" in the "data" folder of our application and use the options in the screen:
http://files.wildspad.com/afecelis/irrl ... oard09.jpg
now use the source file I'm including to load it into irrlicht: set the paths accordingly with your system:
http://files.wildspad.com/afecelis/irrl ... oard10.jpg
and that's it!
for more advanced features like transparency and dynamic lights check into Zdmitor's models to see how he handles material names.
hope it helped!
UPDATE April 14,2008: Just fixed all the dead links to a backup version I had. This documentation might be outdated, for instance, (though not 100% sure) setting the texture path is no longer required. Hope it still helps someone out.