Quake3 BSP loader

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sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

nope.

btw downloaded OpenArena and linked all pk3 files that are included. still doesn't work weird. maybe quake3 has some shaders this one hasn't
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twilight17
Posts: 362
Joined: Sun Dec 16, 2007 9:25 pm

Post by twilight17 »

You are doing this?

Code: Select all

if ( mesh )
        {
                // the additional mesh can be quite huge and is unoptimized
                scene::IMesh * additional_mesh = mesh->getMesh ( quake3::E_Q3_MESH_ITEMS );

#ifdef SHOW_SHADER_NAME
                gui::IGUIFont *font = device->getGUIEnvironment()->getFont("../../media/fontlucida.png");
                u32 count = 0;
#endif

                for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount (); ++i )
                {
                        IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i );
                        const video::SMaterial &material = meshBuffer->getMaterial();

                        s32 shaderIndex = (s32) material.MaterialTypeParam2;

                        // the meshbuffer can be rendered without additional support, or it has no shader
                        const quake3::SShader *shader = mesh->getShader ( shaderIndex );
                        if ( 0 == shader )
                        {
                                continue;
                        }

                        // we can dump the shader to the console in its
                        // original but already parsed layout in a pretty
                        // printers way.. commented out, because the console
                        // would be full...
                        // quake3::dumpShader ( Shader );

#ifndef SHOW_SHADER_NAME
                        smgr->addQuake3SceneNode ( meshBuffer, shader );
#else
                        // Now add the MeshBuffer(s) with the current Shader to the Manager
#if 0
                        if (    shader->name != "textures/cf/window-decal"
                                )
                                continue;
#endif
                        if ( 0 == count )
                        {
                                core::stringc s;
                                //quake3::dumpShader ( s, shader );
                                printf ( s.c_str () );
                        }
                        count += 1;

                        node = smgr->addQuake3SceneNode ( meshBuffer, shader );

                        core::stringw name( node->getName() );
                        node = smgr->addBillboardTextSceneNode(
                                        font,
                                        name.c_str(),
                                        node,
                                        core::dimension2d<f32>(80.0f, 8.0f),
                                        core::vector3df(0, 10, 0)
                                        );
#endif
                }


                // original mesh is not needed anymore
                mesh->releaseMesh ( quake3::E_Q3_MESH_ITEMS );
        }
The Documentation says
The Objects are stored in the quake mesh scene::E_Q3_MESH_ITEMS and the Shader ID is stored in the MaterialParameters mostly dark looking skulls and moving lava.. or green flashing tubes?
Which in your case are probably different types of things.
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burningreggae
Posts: 66
Joined: Wed Oct 04, 2006 2:07 pm

Post by burningreggae »

So i added a checkbox for Quake3Explorer for showing missing textures.
Blue -> BaseTexture missing
Red -> Lightmap Texture missing.

This is a indicator that one or more archives are missing.
So there is no need to post "blue" screenshots anymore.
burningreggae
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