I'm new to Irrlicht and my team has 2 members: My friend and I.
My friend is an architect and he knows how to use 3DS Max to create models, but he never used Max to create maps for games before. Me too.
So my questions are:
-Which tools/software do we need to build a map?
-What are the steps to build a map?
-What do we need to do to get it working with Irrlicht?
Please help!
Thanks in advance.
Noob questions How to create maps??
Hi Jolly Joker,
I know from experience that a good workflow is essential for graphics, especially for the artist(s) in question
I will outline a couple of ways from the top of my head.
1) Build your meshes(props, buildings, etc) in 3ds max and export it to .3ds.
2) Use a "level" editor for placing these meshes, for instance irrEdit. And use it to create dark(light)maps for your level. Save as .irr.
3) Load the .irr file in your irrlicht program, you can check the tutorials for more info.
Another way would be to
1) create the outline of your map, walls, streets etc in a BSP program like QuArK or QeRadiant (GtkRadiant).
2) Import (not sure it's possible) your meshes.
Or 3) save the map from the BSP modeling software and load it in, for instance, irrEdit and place the rest of your meshes.
4) Save as .irr and load in your homebrew program.
You could of course just load the separate meshes into your program and place it via source-code or create your own editor.
Hope that helps to get you started.
Someone surely has other thoughts on this as well
I know from experience that a good workflow is essential for graphics, especially for the artist(s) in question
I will outline a couple of ways from the top of my head.
1) Build your meshes(props, buildings, etc) in 3ds max and export it to .3ds.
2) Use a "level" editor for placing these meshes, for instance irrEdit. And use it to create dark(light)maps for your level. Save as .irr.
3) Load the .irr file in your irrlicht program, you can check the tutorials for more info.
Another way would be to
1) create the outline of your map, walls, streets etc in a BSP program like QuArK or QeRadiant (GtkRadiant).
2) Import (not sure it's possible) your meshes.
Or 3) save the map from the BSP modeling software and load it in, for instance, irrEdit and place the rest of your meshes.
4) Save as .irr and load in your homebrew program.
You could of course just load the separate meshes into your program and place it via source-code or create your own editor.
Hope that helps to get you started.
Someone surely has other thoughts on this as well
with 3DMax you can do this all in one (mayor) step...
1. create all the objects with 3dmax (ground, buildings, lights and other environtment stuff) and export it to the my3d format (exporter included to the Irrlicht sdk) and simply load it eith Irrlicht like any other mesh !!!
1. create all the objects with 3dmax (ground, buildings, lights and other environtment stuff) and export it to the my3d format (exporter included to the Irrlicht sdk) and simply load it eith Irrlicht like any other mesh !!!
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
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- Posts: 23
- Joined: Fri Jul 13, 2007 6:08 pm
Thanks for your quick and useful replies.
When I search google, I've found too many modeling tools and I'm so confused, some of the names are DeleD, 3D World Studio, Blitz Maplet, Freeworld,... Too many things to choose I will try exporting my maps to bsp or my3d because I didn't find a way to set camera collision in irr files
When I search google, I've found too many modeling tools and I'm so confused, some of the names are DeleD, 3D World Studio, Blitz Maplet, Freeworld,... Too many things to choose I will try exporting my maps to bsp or my3d because I didn't find a way to set camera collision in irr files
What Limitation does the .irr format have , cause I see you recommend just saving everything as .irr and then load it..deesine wrote:Hi Jolly Joker,
I know from experience that a good workflow is essential for graphics, especially for the artist(s) in question
I will outline a couple of ways from the top of my head.
1) Build your meshes(props, buildings, etc) in 3ds max and export it to .3ds.
2) Use a "level" editor for placing these meshes, for instance irrEdit. And use it to create dark(light)maps for your level. Save as .irr.
3) Load the .irr file in your irrlicht program, you can check the tutorials for more info.
Another way would be to
1) create the outline of your map, walls, streets etc in a BSP program like QuArK or QeRadiant (GtkRadiant).
2) Import (not sure it's possible) your meshes.
Or 3) save the map from the BSP modeling software and load it in, for instance, irrEdit and place the rest of your meshes.
4) Save as .irr and load in your homebrew program.
You could of course just load the separate meshes into your program and place it via source-code or create your own editor.
Hope that helps to get you started.
Someone surely has other thoughts on this as well