Irrlicht Screenshot Thread
Yes i have many ideas:
For example in MAX or Gile[s] we can create objects (with simple geometry - boxes) with such names Dummie_PlayerEntry or Dummie_ParticleEntry... And in loader, we can find meshes with such names and create anything you need (create particles or else...).
There is just one problem, i don't know, how to get this additional information from interface IMeshLoader. Thats all.
For example in MAX or Gile[s] we can create objects (with simple geometry - boxes) with such names Dummie_PlayerEntry or Dummie_ParticleEntry... And in loader, we can find meshes with such names and create anything you need (create particles or else...).
There is just one problem, i don't know, how to get this additional information from interface IMeshLoader. Thats all.
lighting...
ZD...the lighting in that scene is really nice...is that done with lightmaps or with irrlicht dynamic lights?? the rays of light coming in the windows (with a faint visible sunbeam) are what really get me about it...
also just some real nice quality map artwork there...
also just some real nice quality map artwork there...
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
That is great. Can you see how we can make something like this? Which structure in my3d contains parameter for Name of meshes in scene?ZDimitor wrote:Yes i have many ideas:
For example in MAX or Gile[s] we can create objects (with simple geometry - boxes) with such names Dummie_PlayerEntry or Dummie_ParticleEntry... And in loader, we can find meshes with such names and create anything you need (create particles or else...).
I cannot see how can do this with IMeshLoader. Maybe you can add any additional class in my3d for storage of that sort of data and by pointer to .class instance user can be invoke these datas?ZDimitor wrote: There is just one problem, i don't know, how to get this additional information from interface IMeshLoader. Thats all.
In this case with my3d user will can create one complete level include coordinates and names for particless, player's and enemy's objects.
Here is (file CMy3DMeshFileLoader.cpp)
You can hack My3DLoader code and add your stuff after this code lines:
for example like this:
You need to think about structure of CMy3DDataStorage class (to be able to store in it all neded user data) and interface with it from CSceneManager class.
Actually i use in this purposes my own SceneEditor, so i just don't need such features before, but we can extend possibilities of My3D tools together
Code: Select all
// mesh header
struct SMyMeshHeader
{
c8 Name[256]; // mesh name !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
u32 MatIndex; // index of the mesh material
u32 TChannelCnt; // mesh mapping channels count
} PACK_STRUCT;
Code: Select all
SMyMeshHeader meshHeader;
file->read(&meshHeader, sizeof(SMyMeshHeader));
Code: Select all
core::stringc MeshName=meshHeader.Name;
if (MeshName.Name=="Dummie_ParticleNode")
{
//here you a calculating bounding box of dummie node geometry
//and store it in some CMy3DDataStorage class
}
Actually i use in this purposes my own SceneEditor, so i just don't need such features before, but we can extend possibilities of My3D tools together
In CMY3DStuff.h for struct SMyMeshHeader was written material name instead mesh name for comment. Now I saw that it's mesh name, thanks.
About CMy3DDataStorage class, I thinks that it's good idea and must be defined exactly what kind of parameters an corresponding names are needed for this purpose. Like triggers, doors, creature generators... Hehe fog switchers...and many other things.
I will think about this these days.
About CMy3DDataStorage class, I thinks that it's good idea and must be defined exactly what kind of parameters an corresponding names are needed for this purpose. Like triggers, doors, creature generators... Hehe fog switchers...and many other things.
I will think about this these days.
-
- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
Ok here is a screen for my under ground pvp arena! I crossed out the name becouse I have not released any info on the game yet!
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
if so or related, it'd be interesting to follow its progress....
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
-
- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
Ok all I will say is think Shenmue.vermeer wrote:tekken like ?
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
-
- Posts: 91
- Joined: Fri Oct 31, 2003 5:03 am
Smiled out!
I'm proud of this game
daveandrews.org - A Christian Programmer's Weblog | Dusty Engine - A Task Engine for Irrlicht