DeleD DMFLoader for Irrlicht
Hi Skater,
I've sent to you the message with DMFLoader 1.1 but I've received the following answer by my mail delivery service:
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!
Could you send me another e-mail address?
Bye
I've sent to you the message with DMFLoader 1.1 but I've received the following answer by my mail delivery service:
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!
Could you send me another e-mail address?
Bye
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- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
did you remove the *no*spam*??
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
-
- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
I got it now thank you ilbuzzo
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
Hi All,
Maybe you'll know that from Irrlicht 0.10.0 DMF loading is included directly in Irrlicht (but remember that some particular functions like water an lights loading aren't).
So owing to the fact that to load a DMF files you need to put the needed textures in the same dir of scene file, I've written a small plugin for DeleD which makes this operation for you.
You can download it from:
http://www.ilbuzzo.net/downloads/Export ... Plugin.zip
You can give a look to DeleD forums Thread post here:
http://www.delgine.com/forum/viewtopic.php?t=674
Bye All
Maybe you'll know that from Irrlicht 0.10.0 DMF loading is included directly in Irrlicht (but remember that some particular functions like water an lights loading aren't).
So owing to the fact that to load a DMF files you need to put the needed textures in the same dir of scene file, I've written a small plugin for DeleD which makes this operation for you.
You can download it from:
http://www.ilbuzzo.net/downloads/Export ... Plugin.zip
You can give a look to DeleD forums Thread post here:
http://www.delgine.com/forum/viewtopic.php?t=674
Bye All
Wouldn't be more profesional to actualy make Irrlicht have a Testure_Default_Dir that you can set and from with all textures can be loaded like you can specifie the MY3D_Texture_Dir wich is actualy the dir where the lightmaps are but it work for those(where ever you want to put theme).
I'm trying to do that right now the way was made for my3d textures, I now how it must be done but I must track the ponit where every SceneLoader loads texture and add that Deafault_Texture_Dir to the textures name and is alot of work but I'll do it finaly.
Think about my idea.
Good luck.
I'm trying to do that right now the way was made for my3d textures, I now how it must be done but I must track the ponit where every SceneLoader loads texture and add that Deafault_Texture_Dir to the textures name and is alot of work but I'll do it finaly.
Think about my idea.
Good luck.
Kat'Oun
Hi All,
Thanks for comments.
@katoun
I think that I'll add the possibility to set default dirs for textures and lightmaps in the next version of loader but to tell the truth I prefere using a zipfile containing scene files and needed textures.So each level is just a new zipfile.
Anyway this is just my way, I don't pretend anyone to use this but owing to textures and lightmaps size it's my favourite.
I'll just make a little more clearing (remove not needed textures from loader to avoid all that messages of error).
Bye All
Thanks for comments.
@katoun
I think that I'll add the possibility to set default dirs for textures and lightmaps in the next version of loader but to tell the truth I prefere using a zipfile containing scene files and needed textures.So each level is just a new zipfile.
Anyway this is just my way, I don't pretend anyone to use this but owing to textures and lightmaps size it's my favourite.
I'll just make a little more clearing (remove not needed textures from loader to avoid all that messages of error).
Bye All
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- Posts: 33
- Joined: Sun Jun 26, 2005 4:41 pm
I put the .h files in the Irrlicht include folder and imported the .cpp file into my DevC++ project and put:
but it gives me this error:
Code: Select all
CDMFLoader DMFLoader = CDMFLoader(driver);
smgr->addExternalMeshLoader(&DMFLoader);
IAnimatedMesh* mesh = smgr->getMesh(level1.dmf);
smgr->addOctTreeSceneNode(mesh);
Any idea why? I did everything that you did in the example (except the open dialog stuff. I defined my own level in it's place)116 C:\irrlicht-0.10.0\ArmedAssault\main.cpp `CDMFLoader' undeclared (first use this function)
Computer Specs:
AMD Duron 1.8 GHZ + 256 MB RAM + ATI Radeon 7000 Series + 20gig HDD + PCChips K7 MotherBoard
AMD Duron 1.8 GHZ + 256 MB RAM + ATI Radeon 7000 Series + 20gig HDD + PCChips K7 MotherBoard
Hi NexusInteractive,
Since from 0.10.0 DMF loading is included in Irrlicht you don't need to use DMFLoader 1.2 unless you want to load dynamic lights or water plains.
You just need to use: and the game is done.
Having said this, if you need other extensions or you want to modiphy the format use my DMFLoaderSDK and I'll try to solve this problem.
Have you included in your main project :
if not this a possible source of the error, cause with " the file is searched in the project directory while with <> in your defined paths (Irrlicht in this case).
So try to put all needed files (.h and .cpp) in your project main dir using #include "CDMFLoader.h" and include CDMFLoader.cpp in your project.
Everything should work this way, if not, let me know.
Bye
Since from 0.10.0 DMF loading is included in Irrlicht you don't need to use DMFLoader 1.2 unless you want to load dynamic lights or water plains.
You just need to use:
Code: Select all
IAnimatedMesh* mesh = smgr->getMesh(level1.dmf);
smgr->addOctTreeSceneNode(mesh);
Having said this, if you need other extensions or you want to modiphy the format use my DMFLoaderSDK and I'll try to solve this problem.
Have you included in your main project :
Code: Select all
#include <CDMFLoader.h>
and not
#include "CDMFLoader.h"
So try to put all needed files (.h and .cpp) in your project main dir using #include "CDMFLoader.h" and include CDMFLoader.cpp in your project.
Everything should work this way, if not, let me know.
Bye