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What do you apreciate in a game ?

Poll ended at Sun Jan 22, 2006 5:52 am

The sounds and music
0
No votes
The graphics
4
25%
The story
5
31%
The overall feeling
7
44%
 
Total votes: 16

andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

ok , thank you
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

ok , thank you
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

ok, thank you
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

k

Post by andrei25ni »

ok, thank you
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

x format is more flexible in geometry modelling matters...Bsp can allow anyone with a quake like editor to output it with lightmaps without much hassle, though. But as an artist, I'd go for MIM, My3d, or use any loaders like the ones for CSM, Deled, Giles...

I don't know if there's a patch for Half life 1 bsps, as if so, is the only BSP allowing comercial selling projects...

Oh, getic is an editor compiler as mentioned often here, for BSP files. Just not quake 3 standard bsps. But could be interesting someone dealing with customizing a bsp loader for it for irrlicht...

Definitely is freeware, as wasnt clear to me before....And seems pretty much evolved since last time I checked.

http://www.zalsoft.com/


I'd go for the MIM and mimtools (obj2mim) allways, with irrlicht, though...
Giles lightmapper worked great with that.

There's windssoft lightmap maker, but not online anymore. I keep a copy, as allways am a bit of a freak... This one was given free. It did seem to work. But nothing near to what Giles(and *.mim or giles loader) or 3ds Max+ MY3D can offer...

I like your maps.

Much good luck, I hope you keep going, as is looking nice.
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

terrible suspect...

Like FSRAD (and so, OCT format) Getic may be not supporting curved polygona smooth shading. Unless the original imported mesh here did not have normals... :

http://www.zalsoft.com/barmenu/Getic0/features5.jpg



well, as I said, I'd go for My3d if you use Max :

http://my3dproject.nm.ru/


And my fav, Murphy's MIM, is nowhere online as a download, and as I don't have a server, I keep uploading from time to time when I see a project with some future that can use it.Nice would be if someone would not mind to keep long time uploaded this file permanently, even more if linked at links area at Irrlicht main page. One NOTE, oct and mim stuff in this zip is OUTDATED. Fully working as was the private -I am allowed by murphy here- versions he gave me to betatest. MIM I specially tested that worked greately.And MIM does support well smooth curved polygonal surfaces, opposite to oct. :

http://www.savefile.com/files/5918733


The sad fact is it gets deleted in 14 days since today. Is a temp space.

Murphy is cooking something even better, but now is in exams.

My3d or MIM I see em as great solutions. There are many more, though.

X imo is great for character animation, but for levels, you need a comfortable way to go porting your lightmaps, and that's probably a harder way with Irrlicht. Though x format support 2 UV channels, and lightmaps. Murphy made also support for this in x format, but was long ago and dunno where can that be now. Besides, few tools export well lightmaps in x files. Ultimate Unwrap and Max Panda x exporter do.
Finally making games again!
http://www.konekogames.com
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

Thank you vermeer very much. You have been very kind to explain these things to me.

I belive that a project ( game or application ) made with Irrlicht and the right tools :wink: ( and a team ) can turn up as a professional one, competing there on the market with the biggest companies. Of course, time says it all.
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

Here I come with a new question :)

I have a map build in 3DS Max (7) and I saved it as .3ds .
I imported the map in DeleD and saved it as .x .
I applyed a 3rd Person Camera to a (very ugly low-poly) character .

The problem is that my character gets stuck sometimes in the map, wich is very annoying.

Also in my map I have the following code :

Code: Select all

// create a triangle selector
	scene::ITriangleSelector* selector = smgr->createOctTreeTriangleSelector( q3levelmesh->getMesh(0), q3node, 32);
    q3node->setTriangleSelector(selector);
    selector->drop();
What does that '32' mean ? What happens when I change it to, let's say, 1 or 200 ? In the game I don't see any diference.

Here are some pics :

http://img64.imageshack.us/img64/4919/18yc1.jpg
http://img64.imageshack.us/img64/7682/20vn.jpg
http://img54.imageshack.us/img54/1227/39jr.jpg

Can someone tell me if I have to put more poly's in the map? Could that be causing the problemm?

EDIT: I exported the map from DeleD in .dmf format. Same problemm. :\
Halan
Posts: 447
Joined: Tue Oct 04, 2005 8:17 pm
Location: Germany, Freak City
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Post by Halan »

has somebody tried MIM in irrlicht 0.14
it looks great + simple to me and i want to use it so i wanted to ask before is start compiling it :P
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

Does anyone know how to prevent my character getting stuck in the map ? Maybe the images I posted could help :\
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