Quake III Map with Triggers x IRRLicht

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mcunha98
Posts: 16
Joined: Mon Jan 02, 2006 6:58 pm
Location: Curitiba / PR - Brazil
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Quake III Map with Triggers x IRRLicht

Post by mcunha98 »

I see in the features of IRR the loading process of a quake III map.
My question is how is the integration of the triggers from quake map to ircc code.
For example:

a) if i make a ladder, how i know the "ladder approuch" event ?
b) when the player entity pass for a specific region, it not return from this point (creating a invisible wall)

Thanks,
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

Welcome,

Irrlicht is avaible to load Quake 3 .bsp converted map files, but it loads geometry with textures and generated lightmaps only.
There is no support for q3 map entities, so you will have to write your own map objects or think up some sort of level entity system.

Also there is no such player entity involved into irrlicht.
When making an FPS type project you just have to simply add a camera with colisionResponseAnimator (to set up gravity) and then set up it's start position.

As for invisible walls hmm you can use few methods for that, or write your own class for invisible object, but the easiest would be making a box (even from 3d model) add octtree collision to it and make the model invisible. By this you will have invisible wall, which would be impossible to pass by camera.

I hope I've explained it a bit ;)
(but I'm also quite an amateur still, so maybe some advanced users will give you better tips)
mcunha98
Posts: 16
Joined: Mon Jan 02, 2006 6:58 pm
Location: Curitiba / PR - Brazil
Contact:

Post by mcunha98 »

dawasw

Thanks for explain.
The problem it is, you tell me bad news only.
My question is how i "invoke" new/different animations in specific parts of my map if the triggers/entitys of q3 map does not understand...
omaremad_

Post by omaremad_ »

i would do a Bounding box test using daws invisble box

look at Collisionmanager.H for all the collision functions (it contains explainations in it)
Guest

Post by Guest »

omaremad_ wrote:i would do a Bounding box test using daws invisble box

look at Collisionmanager.H for all the collision functions (it contains explainations in it)
Hmmm...
Ok, its a idea, but without triggers or another "objects of the map" this task is more hard (or you idea its make invisible boxs with "tags" to determine the objective) ???
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