Hello,
I've modelled a low poly temple in 3ds max.
I export is as 3ds file.
When i load my 3ds file in irrlicht some objects (not all of them) of my temple (walls, strairs for exemple) are not at the right position, they have moved.
It seams that simple box (walls) are displayed in irrlicht at the exact position as in max and box with a boolean operation (walls with a hole for a door) are badly positionned by irrlicht 3ds loader.
If i import my .3ds file in max everything is ok.
An idea to solve that ?
Thanks
Eviral
some objects of my .3ds are badly positionned
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- Location: Wales
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- Posts: 19
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I have some question about 3ds as well. Its when i place a gun in the fps hand. I don't know why the 3ds file looks as if it is 2d. my code is as follows
scene::IAnimatedMesh* gun = smgr->getMesh("lazer.3ds");
scene::IAnimatedMeshSceneNode* gunnode = smgr->addAnimatedMeshSceneNode(gun);
gunnode->setParent(camera);
gunnode->setPosition(core::vector3df(50,-60,90));
gunnode->setScale( irr::core::vector3df(1,1,1));
gunnode->setRotation(core::vector3df(0,270,0));
i guess my problem is the same as this post, i think the Irrlicht engine gives the 3ds files a bad position
scene::IAnimatedMesh* gun = smgr->getMesh("lazer.3ds");
scene::IAnimatedMeshSceneNode* gunnode = smgr->addAnimatedMeshSceneNode(gun);
gunnode->setParent(camera);
gunnode->setPosition(core::vector3df(50,-60,90));
gunnode->setScale( irr::core::vector3df(1,1,1));
gunnode->setRotation(core::vector3df(0,270,0));
i guess my problem is the same as this post, i think the Irrlicht engine gives the 3ds files a bad position
TO ALL THE AMATEURS OUT THERE LIKE ME......
AIM HIGH AND YOU MAKE SOMETHING PRETTY DECENT TO SHOW THE WORLD
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AIM HIGH AND YOU MAKE SOMETHING PRETTY DECENT TO SHOW THE WORLD
CURRENTLY WORKING ON MY COMPANY WITH ME CREW MEMBERS. MY COMPANY IS CALLED
BIG DREAMS
AND WE ARE MAKE VERSION 0.1 FPS GAME
@killzone - start a new thread since it is a different problem. When you do, please include a screen shot. your code seems correct, but if it doesn't "look" right, it would be hard for anyone to tell whats going on.
@eviral - definately collapse the stack to an editable mesh, except for things like UVWmap. Things like boolean operations and aec extended objects and the like don't translate to *3ds format very well.
Even still, you may notice an occasional anomoly with *3ds format when you have multiple objects/meshes in one file.
@eviral - definately collapse the stack to an editable mesh, except for things like UVWmap. Things like boolean operations and aec extended objects and the like don't translate to *3ds format very well.
Even still, you may notice an occasional anomoly with *3ds format when you have multiple objects/meshes in one file.
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