New mesh file formats (ASE,LWO,DXF, Ogre) Ogre update

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hybrid
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New mesh file formats (ASE,LWO,DXF, Ogre) Ogre update

Post by hybrid »

(This is a continuation of this thread:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=12418 - now with me being registered :D )

I have uploaded the LWO loader to my patch page at http://parsys.informatik.uni-oldenburg. ... d/irrlicht

This makes a total of 5 new mesh formats and 3 new image formats, besides major improvements for 3ds, obj, and recently also md2 and .x. Of course this is not just my work, so thanks to all who have contributed. Please test these extensions such we can improve the implementations and recognize features Irrlicht is painfully missing.
Last edited by hybrid on Thu Jun 15, 2006 2:03 pm, edited 3 times in total.
niko
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Post by niko »

Ah, cool, nice work. :) Would you allow me to include some of these into Irrlicht and - in this process - putting them under the zlib license?
hybrid
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Post by hybrid »

Sure, all of my contributions to Irrlicht are under zlib license. I'd be very happy if some of these would go into the Irrlicht core.
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Post by hybrid »

Ok, I've updated the ASE loader. It is now working without libASE, so no LGPL anymore. I've replaced all parsing by my own methods, and even the structs are built completely on my own definitions. I've tested the loader with several examples so it should work as expected. Moreover I've added support for ASK files (the non-animated parts only) just by skipping all animation related parts, which leaves plain ASE files! Since keyframe information is already parsed, but not further processed it should be possible to add animation features if someone can give me some specification of the semantics of the animations part.
Forgot to mention that I provide this version as a zip file currently (containing only the two files necessary for the loader) so some manual updates to makefiles and the scene mamanger code will be necessary.
hybrid
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Post by hybrid »

I was playing around with Google Sketchup lately and wnated to have access to the objects from this tool in Irrlicht. Unfortunately, the internal format is completely undocumented, do I postponed its implementation :wink:
But I found a very good Ogre mesh exporter which is also working with the free Google version of Sketchup. And yes, this drove me to implementing a mesh file loader for the ogre mesh file format. It took a little longer because version 1.30 of the format is pretty obscure in some areas, but the loader is working quite good. In addition, it supports parsing some features of the material files such that objects can get their textures and colors automatically. You just have to put all materials into a .material file with the same name as the object.
The loader is available from my web page (see fileformats) as a zip file only (containing the .cpp and .h file). So add them to CSceneManager on your own.
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Post by Emil_halim »

great work hybrid, keep it up.

if there a one patche that collecte all patches for more easlly applying them?
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Post by Baal Cadar »

Great addition, hybrid. :)
I guess I can strike this from my todo-list now. The interesting part here is animation support, but looking at it, it is probably worth waiting for the generalised animation API in Irrlicht, which Niko hinted at.

If someone still has older Ogre meshes than 1.30 (From Ogre 1.0 or lower): you can use the OgreMeshUpgrader in this toolpack to ugrade it to the new version: http://prdownloads.sourceforge.net/ogre ... i?download
No offense :)
hybrid
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Post by hybrid »

Thanks guys. I'll indeed wait for the new API to finish the animation part. First finish the parsing part to have all information available. Creating the animation meshes will be postponed to some later period or if someone can help me out on some parts of the structures.
Emil_halim wrote:if there a one patche that collecte all patches for more easlly applying them?
Just copy all patches into one file.
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Post by Baal Cadar »

If there are questions about the format or the animation system, ask ahead. Either in the forum (Ogre forum) or per PM.
No offense :)
hybrid
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Post by hybrid »

I'm rather unsure about how to implement the animations in Irrlicht, not how to read or interpret them in the file formats. I started with .x animation fixing a while ago, but did not yet reach a point where I'd be confident enough to implement my own animated mesh type.
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Post by vermeer »

I am lately liking more md5 than x, artist side(packages, available exporters), that is...

Indeed, in md5 you have mesh sepearated from animation file, and can control by code the bones easily, and asigning by script channels per bone...that I was told...besides md5 can port camera, light, and normal maps info. the blender md5 exporter works perfect, seamless, no errors, direct.
Finally making games again!
http://www.konekogames.com
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Post by vermeer »

to mention that Sketchup for google can't be used for comercial projects.
Finally making games again!
http://www.konekogames.com
niko
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Post by niko »

hybrid wrote:Sure, all of my contributions to Irrlicht are under zlib license. I'd be very happy if some of these would go into the Irrlicht core.
Woha, nice, thanks. Then I'm going to add your file formats for the next release. Thanks for all your hard work (also the patches), and keep it up. :) Especially the ogre file format loader, would be really nice if Irrlicht could also profit from the exporters and tools available for this one.
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Post by WhiteNoise »

I'd love to see an Ogre or MD5 import as well.
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Post by cypher543 »

This really great! I haven't exactly tried it yet. But including model formats from other 3D engines really adds to the flexibility of Irrlicht.

I have a request, however. Do you think that you could write an importer for Panda3D's .EGG format? That would be great, since the Panda3D site has a ton of free models in EGG format.

Also, what about support for various game level formats? Such as HaloPC's .MAP format or Delta Force Land Warrior's BMS format? Since Irrlicht already has support for Quake maps, I think the addition of more map formats would be good.

There's my 2 cents. :D
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