In Irrlicht Examples 2 and 7, the code load a quake III level.
But I don't quite understand what is a level,
and what is inside the bsp/pk3 file format?
I want to make a scene, with a building that can walk in/out, walls that can't be walk througn, and a flat floor terrain. Then I can use the first-person-shoot camera to walk in the scene.
Can anyone tell me how to do that steps by steps?
The following is my thinking:
use 3ds max to build a house with doors, a flat floor(a flat box), and convert them into two seperate x format file.
Then load them in irrlicht and add collision to them with the camera, with gravity.
Is that all???
I really don't know how the quake III level file do! can anyone explain this for me please? Thanks a lot!
who please can tell me how to make a level scene ?
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id you add a large/multisectional mesh made in Max as an OCTTREESCENENODE - does this mean it has some auto optimisation applied that will do a kind of (BSP) type test for occlusion / portals... or does it need to be supplied in bsp format first.
for large typical FPS type levels is it feasible to create these in max instead of a BSP editor (similar to Hammer/UED/RADIANT etc)
for large typical FPS type levels is it feasible to create these in max instead of a BSP editor (similar to Hammer/UED/RADIANT etc)
irrlicht ignore all the data in bsps except mesh and textures and lightmaps
irrlicht doesnt actually use binary space partions for optimasation it uses and octtree which irrlicht generates not the editor
so in other words use any editor and get the same performance(except if loader uses single tris)
why not look at the MY3d format if u have 3d max (it does lightmaps from max and puts them in irrlicht)
irrlicht doesnt actually use binary space partions for optimasation it uses and octtree which irrlicht generates not the editor
so in other words use any editor and get the same performance(except if loader uses single tris)
why not look at the MY3d format if u have 3d max (it does lightmaps from max and puts them in irrlicht)