Sample models for Irrlicht
Sample models for Irrlicht
if you have free models that you have converted over for Irrlicht and are willing to share please forward to me for my ping.net project. It would be great to have some well textured, UV mapped objects to test with. Eventually i will convert over a couple hundred objects from my previous project but right now i have been unable to get them into a usable format to import. Models that fit within a 512x512x512 bounding box are most helpful. Larger ones are fine too.
please send to pow at flatland dot com
soon i will release a very early version of my code for you to try!
please send to pow at flatland dot com
soon i will release a very early version of my code for you to try!
hmm, nobody has any .3ds (or other format) models that they got for free and successfully converted for use in irrlicht? i fully intend to share my models once they are converted over - and i promise to make any objects sent to me available on the ping.net site for others to use - its one of those things that i think will make newbies happy - much easier to get up to speed with a helping hand!
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i took a look in the media folder and only see bsp levels (from quake), md2 models and a bunch of textures - seems like most of the examples use the above combination and the built in cube test object - i am looking for .3ds models of furniture or other objects to use as tests - if people have any i would be most grateful - if not then i guess its up to me to convert and post a set!
the other thing i see use for are module objects for often used things - for instance i am working on a player character object and non-player character object - these seem like useful tidbits for people making fps style games - and wouldnt it be nice to grab a library of irrlicht based objects to start working with in a project!
the other thing i see use for are module objects for often used things - for instance i am working on a player character object and non-player character object - these seem like useful tidbits for people making fps style games - and wouldnt it be nice to grab a library of irrlicht based objects to start working with in a project!
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There are tons of free 3ds models at http://www.3dcafe.com At the free stuff page...
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
yep - i know there are thousands of models out there - but many are in a more recent .3ds version (and irrlicht only supports version 3) - and there are hundreds of other little hiccups in getting these models and converting them correctly to work in irrlicht - so my thought was that maybe some of the community here had downloaded and converted test models and could share
like, for instance, i am currently working on some stellar skybox image conversions that many here will benefit from
part of continuing to make irrlicht a fine community for newbies is to ease the curve - having a good library of sample models makes it easier to get ones feet wet in irrlicht - then slowly as you get more familiar with the api you can go dive into milkshape or crossroads and figure out how to make your own workable models!
like, for instance, i am currently working on some stellar skybox image conversions that many here will benefit from
part of continuing to make irrlicht a fine community for newbies is to ease the curve - having a good library of sample models makes it easier to get ones feet wet in irrlicht - then slowly as you get more familiar with the api you can go dive into milkshape or crossroads and figure out how to make your own workable models!
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I dont know if there is a problem frankly speaking. So far I used many models and there are many convertors, and I use 3d max 5.0 nad when it exports to 3DS I load it with no problems at all. I guess there is no more recent version of 3ds file than go with 3d max 5?
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
i was able to get a couple models over to test with from the 3dcafe site - funny, i just about destroyed my framerate using a model of a button
time to work on my real task - converting over a couple hundred intrerlocking blocks that snap together - i have to find some freeware that exports .3ds from either .cob, .dxf or ??
time to work on my real task - converting over a couple hundred intrerlocking blocks that snap together - i have to find some freeware that exports .3ds from either .cob, .dxf or ??
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- Posts: 162
- Joined: Wed Nov 26, 2003 5:24 pm
- Location: Europe
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
I'll send you one, but is not nice..it's funny, that's all XD
probably way good enough for the purpose
oh, is highly keyframed, as was meant for md2 export only. Is a low pol of ~700 tris.
includes weapon md2, character md2, both skins...
a pair of different directx8 exports, (for in case u have trouble)
and even the source files, one in latest character Fx version, another probably older...
Have been tested succesfully already in a pair of directx9 engines (dx8 format in bones, weights, etc, is compatible with dx9)
so this one should work for you...
better if u use spline interpolation, but ok if u use standard linear interpolation.
made all in a week of isolated free minutes...
I am in a strange state of my life...giving away all my models (I'm the same guest who is giving the fighter and the fps one, in the other thread...)
Now I'll dig for your email address...
oh, is a zip file...I'll put something for u to recognize in the subject...
probably way good enough for the purpose
oh, is highly keyframed, as was meant for md2 export only. Is a low pol of ~700 tris.
includes weapon md2, character md2, both skins...
a pair of different directx8 exports, (for in case u have trouble)
and even the source files, one in latest character Fx version, another probably older...
Have been tested succesfully already in a pair of directx9 engines (dx8 format in bones, weights, etc, is compatible with dx9)
so this one should work for you...
better if u use spline interpolation, but ok if u use standard linear interpolation.
made all in a week of isolated free minutes...
I am in a strange state of my life...giving away all my models (I'm the same guest who is giving the fighter and the fps one, in the other thread...)
Now I'll dig for your email address...
oh, is a zip file...I'll put something for u to recognize in the subject...