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Posted: Mon Dec 15, 2003 9:42 pm
by unrealfragmaster
Nope, still the same error.
I am using VS6.0.
The Quake3 level load example works fine, I can compile it with no bother. But using the code above, it wont work.

Posted: Mon Dec 15, 2003 10:04 pm
by unrealfragmaster
Thanks for your help :-D
i got it working.
I just added another } at the very end.
I get 1 warning about a value not being returned, but it still works :-D
Howver, my 3DS level has no textures :( It cant locate them. Is there a special place I have to put them?

Posted: Tue Dec 16, 2003 10:18 am
by Homer
AFAIK they have to be in the same folder as your transport.3ds is.

Posted: Tue Dec 16, 2003 6:39 pm
by wornaki
In my case I could load the texture (yes, just one) from a different folder.

Posted: Tue Dec 16, 2003 6:52 pm
by unrealfragmaster
OK according to irrlicht th etexturesload, and with lighting turned off I can usually see some of them, but when I load a 3DS sphere in with a planet texture around it, it apears white. Whats wrong?

Posted: Tue Dec 16, 2003 7:05 pm
by wornaki
is it just onetexture?. Because maybe automatic loading won't work under that circumstances.... Strange though, very, very strange.

Posted: Wed Dec 17, 2003 5:30 am
by Masdus
upgrade your version of irrlicht and try

Re: 3DS Levels

Posted: Fri Feb 10, 2017 10:22 pm
by unrealfragmaster
Thanks , got it working, was just the texture file wasnt saved properly.

Re: 3DS Levels

Posted: Fri Feb 10, 2017 11:42 pm
by Seven
Wed Dec 17, 2003 5:30 am
Fri Feb 10, 2017 10:22 pm

Re: 3DS Levels

Posted: Sat Feb 11, 2017 12:21 am
by CuteAlien
That's how you spot the time travelers :-)

Re: 3DS Levels

Posted: Sat Feb 11, 2017 12:36 pm
by Mel
I'd suggest you using Alias Wavefront .obj instead of 3DS (use the gw::obj exporter, is the best) they aren't restricted, on load time, anyway, to 8.3 texture names, and have proper smoothing, whereas the 3DS equivalent is always flat, due to the way Autodesk handles the smoothness of the models via smoothing groups. Also, if you spread well the textures throughout the level, you may be able to load very large meshes without exceeding the 16 bit indices that most model loaders have in irr,

The 3DS support is there almost for legacy reasons, a 3D lib can't be considered as such if they can't load 3DS :)

*looks at the dates* Damn it! XDDDD