3DS file problem
You need to recompile Irrlicht and then copy the new .dll somewhere where it will be loaded instead of the old one.
I tested and this does fix the missing polygon problem that I'm seeing with all of my test files. Now I need to decide if I want to make an 3DSAnimatedMeshLoader or if I just want to fix the issues that come up when you load a 3ds that has submeshes and joints.
Travis
I tested and this does fix the missing polygon problem that I'm seeing with all of my test files. Now I need to decide if I want to make an 3DSAnimatedMeshLoader or if I just want to fix the issues that come up when you load a 3ds that has submeshes and joints.
Travis
vitek wrote:You need to recompile Irrlicht and then copy the new .dll somewhere where it will be loaded instead of the old one.
I tested and this does fix the missing polygon problem that I'm seeing with all of my test files. Now I need to decide if I want to make an 3DSAnimatedMeshLoader or if I just want to fix the issues that come up when you load a 3ds that has submeshes and joints.
Travis
You mean to say, theres a new version of the engine?
There will be when you recompile itnone wrote:You mean to say, theres a new version of the engine?
...what he is saying is that if you look about in your Irrlicht folder you will find all of the source code that makes the Irrlicht.dll.
After making the changes mentioned above, you will need to compile the engine, and you will get a nice, new shiny Irrlicht.dll, as well as new Irrlicht.exp and Irrlicht.lib (the libraries you must link to when you compile your own application)
Your new Irrlicht.dll goes with any *.exe that you make with it.
luckymutt wrote:There will be when you recompile itnone wrote:You mean to say, theres a new version of the engine?
...what he is saying is that if you look about in your Irrlicht folder you will find all of the source code that makes the Irrlicht.dll.
After making the changes mentioned above, you will need to compile the engine, and you will get a nice, new shiny Irrlicht.dll, as well as new Irrlicht.exp and Irrlicht.lib (the libraries you must link to when you compile your own application)
Your new Irrlicht.dll goes with any *.exe that you make with it.
I think i get it - but how do i compile the source into the DLL and lib files?
well...like anything else.
In the source/irrlicht folder there will be a Irrlicht.sln (Visual Studio solution file) and a Irrlicht.dev (project file for Dev-C++) and in Irrlicht 0.14 I believe there is also a project file for Code::Blocks.
Start your compiler and then open the appropriate project file, and it will load the Irrlicht project. Make whatever changes you want to make (unless you already did so outside of the IDE) then hit "build"
Go grab a sandwhich and a Dr. Pepper, and by the time you come back that will be that.
Of course you will also need the DirectX SDK in order to have DirectX driver usage - and the latest few releases of DXSDK no longer include support for Direct3D8, but Irrlicht calls for it.
To get around that, you will either need to find an older version of the DirectXSDK (not sure how long ago they dropped DX8 support...you'll have to look around on MSDN) OR you will need to take out DirectX8 from the Irrlicht source files.
In the source/irrlicht folder there will be a Irrlicht.sln (Visual Studio solution file) and a Irrlicht.dev (project file for Dev-C++) and in Irrlicht 0.14 I believe there is also a project file for Code::Blocks.
Start your compiler and then open the appropriate project file, and it will load the Irrlicht project. Make whatever changes you want to make (unless you already did so outside of the IDE) then hit "build"
Go grab a sandwhich and a Dr. Pepper, and by the time you come back that will be that.
Of course you will also need the DirectX SDK in order to have DirectX driver usage - and the latest few releases of DXSDK no longer include support for Direct3D8, but Irrlicht calls for it.
To get around that, you will either need to find an older version of the DirectXSDK (not sure how long ago they dropped DX8 support...you'll have to look around on MSDN) OR you will need to take out DirectX8 from the Irrlicht source files.
luckymutt wrote:well...like anything else.
In the source/irrlicht folder there will be a Irrlicht.sln (Visual Studio solution file) and a Irrlicht.dev (project file for Dev-C++) and in Irrlicht 0.14 I believe there is also a project file for Code::Blocks.
Start your compiler and then open the appropriate project file, and it will load the Irrlicht project. Make whatever changes you want to make (unless you already did so outside of the IDE) then hit "build"
Go grab a sandwhich and a Dr. Pepper, and by the time you come back that will be that.
Of course you will also need the DirectX SDK in order to have DirectX driver usage - and the latest few releases of DXSDK no longer include support for Direct3D8, but Irrlicht calls for it.
To get around that, you will either need to find an older version of the DirectXSDK (not sure how long ago they dropped DX8 support...you'll have to look around on MSDN) OR you will need to take out DirectX8 from the Irrlicht source files.
umm, problem is that i dont use VC++
Im using dev cpp
um...just build like you would any other project.
hit build or rebuild or what ever DevC++ command is.
It is already set up in the project's settings (the one you opened) for it to be built as a dll
HOWEVER...RE-READ THE LAST PARAGRAPH FROM MY PREVIOUS POST!!!!
DO NOT reply back syaing "hey, I found the "build" button, but now I got an error about d3d8 not being found"
good luck
OK then, if the DLL you made is working (your app. is starting up with it) then lets go back to your model...
did you make it, or is it something you downloaded?
Can you post the model file?
It may well be that there was a problem with the export to 3ds.
Perhaps that should have been suggested first off - I only joined in when there was talk about building the engine. (hey, at least you learned a few things about the engine and how it works )
eitehr post it or e-mail it to me, and I'll have a lookie
did you make it, or is it something you downloaded?
Can you post the model file?
It may well be that there was a problem with the export to 3ds.
Perhaps that should have been suggested first off - I only joined in when there was talk about building the engine. (hey, at least you learned a few things about the engine and how it works )
eitehr post it or e-mail it to me, and I'll have a lookie