Hello,
i want to crate a small game using irrlicht.
Basicly i want to use MAP/BSP files as levels which can be selected via a gui.
The core idea is some kind of small mini-golf game.
newton as physic engine
now a question:
- as i want to set start & target points of the ball inside the BSP itself, so that 3rd party mappers can make maps too, im asking myself how can i realize some kind of communication from irrlicht to bsp/quake3 entities ?
is there a way to do that ?
i.e. use triggers from quake3 or any other entity ?
best regards
fidel
BSP/MAP use & communication to irrlicht. Using q3 entity
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you allthought may do a own format.... just like:
read it, load the level named with the first string and set the startposition to the following three float values....
Hope you know what i mean, cause my english is terrible...
Code: Select all
testrun1.bsp
40
32
12
Hope you know what i mean, cause my english is terrible...
Yeah make ur own format! There is the xml-reader already in irrlicht so u should be able to get some values parsed.
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That was not the point of the question. If you have an editor which allows to set entities in a fixed file-format only and you want support in Irrlicht for that it might be a good thing. You might find some solutions here, but probably not as general as it would be necessary.
There are asready formats which allow to load cameras and lights. Particle systems would be quite similar. But I'm not sure if meshes (e.g. opponents) can be loaded that easy from bsp files. But if paths etc. are in the file you could add that, too. Maybe start with figuring out which information can be gathered from bsp files, and which parts are already used. Extending the loader won't be that much of a problem if you have all that, you might need some more advanced mesh cache support, though.
There are asready formats which allow to load cameras and lights. Particle systems would be quite similar. But I'm not sure if meshes (e.g. opponents) can be loaded that easy from bsp files. But if paths etc. are in the file you could add that, too. Maybe start with figuring out which information can be gathered from bsp files, and which parts are already used. Extending the loader won't be that much of a problem if you have all that, you might need some more advanced mesh cache support, though.