Q3bsp
Sorry for the late reaction. I am a 3d engine programmer. However i dont know irrlicht engine very well(so i dont know what exactly should i change in my code). I am loading .bps files into my engine. I have the same problem with the polygons (every second is ignored). Could you tell my what to fix?
Which version of Irrlicht so you use? This patch had been integrated aeons ago, I'm really wondering how you could apply it. So you should probably provide some more information, maybe screenshots?LarryTM wrote: i apply patch and stiil i have this problem with complex polygons :/ can anyone help me with that?
I'm no coder (gotta start to put this in my signature, lol)
But the error in the tower looks familiar to me as an artist. Normals. Like if the smooth groups where lost and a pair of quads, faces, where concident, too near, or in a ver sharp angle with the walls you see darkened...notice how the bevel walls aren't seen...They dissapeared? Or are they been weirdly positioned behind those walls, or in a wrecked angle?
Maybe the smooth groups(or the smoothing normals vertex info) got lost, and also, some faces got inverted? That'd explain not seing the beveling interior sides of the window, and perhaps also that glitch on the latest pic...who knows...May have this happened during conversion? Maybe is a very rude scaling of mesh that forces the 3d thing somehow visualize weird?
The questions aren't questions, are the points I'd try to think of as potential problems in an standard mesh, standard open gl or dx viewer...Not in Irrlicht code, which i don't know, neither Irrlicht engine, and specially not in bsp format, plenty unknown by me.
But in case it induces some new line of research for the problem, dunno.
But the error in the tower looks familiar to me as an artist. Normals. Like if the smooth groups where lost and a pair of quads, faces, where concident, too near, or in a ver sharp angle with the walls you see darkened...notice how the bevel walls aren't seen...They dissapeared? Or are they been weirdly positioned behind those walls, or in a wrecked angle?
Maybe the smooth groups(or the smoothing normals vertex info) got lost, and also, some faces got inverted? That'd explain not seing the beveling interior sides of the window, and perhaps also that glitch on the latest pic...who knows...May have this happened during conversion? Maybe is a very rude scaling of mesh that forces the 3d thing somehow visualize weird?
The questions aren't questions, are the points I'd try to think of as potential problems in an standard mesh, standard open gl or dx viewer...Not in Irrlicht code, which i don't know, neither Irrlicht engine, and specially not in bsp format, plenty unknown by me.
But in case it induces some new line of research for the problem, dunno.
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