Yes, you still need the patch. All loaders except for collada and anim8or are loading all file contents into one mesh, so you can only access subparts via the mesh buffers (which are not named, though).
You'll have to load all three files and put them correctly using setPosition() etc. MD3 files are contained in one file usually, so you have three meshes here. Thus, positioning is up to you.
ok thanks!
now I applied the md3.patch to the irrlicht engine 1.0 source code and cannot compile it anymore because of a linker error.
I found out that the file "CMD3MeshLoader.h" is in the engine, but the "CMD3MeshFileLoader.cpp" is NOT!
therefore it is no wonder, that the linker cannot find this "external symbol"
You have to add the file to your project/makefile as documented on the patch page. So since you're using MSVC you have to add it to your project (in the file overview, add file, probably both .cpp and .h) then it should add the loader, too.
and please remove your cross-posting to the other thread in this forum. It's not necessary, off-topic, and cross-posting in general can easily lead to being completely ignored...
There are no additional files: Patch your sources. That creates new files. Add those to your compile project such they are compiled and linked. This depends on your compiler and project type, but if you ever made anything with a compiler you should be able to do this.
Sure. So since you already had the scene manager patched you should also have the CMD3MeshFileLoader.cpp and CAnimatedMeshMD3.cpp
Now just look in your IDE where all those files are listed (the Irrlicht source files). then add (probably with right mouse button) these two files. Compile again and done. If not please provide the information requested.
now it works, but I still gotta find out how to load a model correctly, and how to position the different body parts correctly using the tags.
also I looked into the source code and didn't find any "playAnimation" function, that lets you play a specific animation. There seems to be only the possibility to play a specific frame, not even a specific frame range!
hi!
finally found out how to achieve that!
if one applies the md3.patch a new method is also added to the IAnimatedMeshSceneNode which makes it possible to create a scenenode for a tag of the md3 model.
additionally: the setFrameLoop() and so on methods of the IAnimatedMeshSceneNode work as well for the md3 mesh!
I only have one more question:
where the hell can I get an md3 compiler from
and how can I create "tag"s in 3ds max or maya??!!!!