Now I'm in the process of learning to code with C++ and trying to learn Irrlicht too. Sometimes I feel like I'm eyes-deep in the mire.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
I’m not sure what plugin you’re talking about, the blender one? Irrlicht 1.1 should be able to load that mesh if you just change the blending mode to alpha in giles, like I said to CK_MACK.I don't know if that will help you, but I'm looking forward to the plugin so that I can use the models I create in my programs done with Irrlicht. This is one of them, a screenie from Gile[s].
BTW, Blitz3D was written using the DX7 SDK. You might be able to look in there to see how DX uses the alpha, multiply and additive modes for rendering. You can get it at:
You know the loader is already included in Irrlicht 1.1I'll grab your loader and use it with Irrlicht.
You can use shaders on the b3d meshes like any other Irrlicht mesh, but the shaders are not loaded from the mesh. Personally I think using shaders for extra graphics is the least important thing to think about when making a game, shaders don’t make or break a game.I've been wishing that B3D had the shader capabilities and all the other 'gee whiz' stuff from DX 9. That's why I'm trying to learn how to use Irrlicht, so that I can take advantage of the HSL features, etc.
One tip, start from thos I labeled as basic...maybe is better...tho not in order.Your first step is uvmapping *not* texturing.juliusctw wrote:thank you vermeer, i will probably spent the next entire month studying art and all the links you have given me.
Was mainly to point you out the fact not all formats support everything, as well as not all blender features can be exported.Before I start, i have several questions.
you mentioned that not all formats supports UV mapping, which format "does" support UV mapping, i would like to know specifically for obj , b3d, x?
Smoothing normals in my non deep knowledge on the internals, is a way in whcih light gets distributed in real time. It allwos that flattened surfaces look all smooth without increasing polycount. As the edges get smoothed, like blended visually. Art side, you can generate visual discontinuities in this smooth surface, whenever it's interesting: ie , the a real life sharpe edge, like edge of an axe, or a more clear case, if you want clothes sharp borders in some places. Or if want the mouth look like it has the tyipical crease.you have mentioned "smooth group", but i still don't know what that means.
Oke, this is way after. This you start to do *once* you have uvmapped the model, usually you will do in Blender the UVs.After reading your pm, you didn't seem to mention the technique I read from books,
1. export UV map to gimp
No.You are texturing it. Lightmap is -usually- having another procedure. You will have texture map, you will have lightmap. Those are different bitmaps, and differnt workflows.2. Color in a base color layer
3. Put in the brightness layer, (is that also called light map? )
Forget the bump for now. besides, using a bump with elegance is not easy at a first time4. Put in the bump map layer
is this a valid approach?
well..the problem is you yet have some confussion in your mind about what uv mapping is , and what is actually painting-texturing. Are to sepearate procedures, done with different tools.I keep hearing about LSCM for blender, but it seems that there are several other UV mapping approaches, such as painting directly on the mesh. How many ways are there in blender? Which one do you recommend?
3ds format often gives probs with smoothing info, I think as it does not support it well...it actually breakes the mesh wherever 2 uv coords are found in a single 3d mesh vertex. You could convert the 3ds files to OBJs or x, or b3d. But if those 3ds files already look good to you, ok then.Anyway, levels usually look more or less ok with that format.And lastly, I have finished my University Campus (3ds format),
Oh, ok. Yup, was forgetting that. Yup, definitely, go for it, is your best choice. You refer to lightmaps. And yes, funcionality already inside irredit.I would like to put automatic light in there. I think i can do it in irrEdit.
If you refer to lightmaps, you put how much lights you want and in the way you want, it'll calculate the lightmap depending on that. The lightmap is a greyscale map that makes the level look like lit and shadowed, giving ambience, volume, realism. A well lightmapped level is all in the game ambience and feel.So, position, lights, light colors, etc, is all up to your scene and wish.My question is, how should the light be position? Is there a general technique? How many should I have? I don't know much about lighting techniques.![]()
There’s lots I could talk about, could you narrow it down, anything you don’t understand?I think your way with another animated mesh would work, tell me more
By superimpose I presume you mean add the pants to the leg’s texture.
I have another question, let's say i make a pair of pants for my character, i wanted the leg to be a seperate mesh so i could just switch it, but you said i should superimpose the pants, but i don't see how that's more beneficial? I could animate the new pants exactly the same way as you just suggested with a background animation and just attach it to the body