maps with differant meshes
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n00bidyNoob
maps with differant meshes
can you use any kind of mesh for a map that is suported by irrlicht. if you do than how would the computer know to act it as a map. im kinda new to 3d so take it easy in me
you can load any kind of mesh you want. It can be the world, the objects, the decorations, etc. A whole level can be made of just .x files, or just 3ds files, or just ms3d files, the difference remains in that only some of the formats support animation (for characters), mainly .x and md2 files. For what I know, animation in .x files is skeletal based while animation for md2 files is morph based.
so, sumarizing, you can create your level in 3ds (since it won't need animation), this way it will cast dynamic lights and shadows, load your characters in md2 or .x, and add decorations and stuff in ms3d or obj. Now, what about a bsp? The major advantage you get from loading a quake3 bsp is that it comes lightmapped; this is that the lights you placed in the map and the shadows that were casted during compilation of the bsp will be baked on the textures when you load the level into Irrlicht. The advantage is that you get a realistic look of your level, the disadvantage is that it's tough to make dynamic lights and shadows work on bsps.
About collision? You can make any 3d model format colidable.
check my test level; the world is a bsp (lightmapped), the alien is a .x, the particles and lights-billboards are created in Irrlicht, the water is also Irrlicht-created.
http://www.theshower.nl/cgi-bin/genesis ... is/AFC.zip
and check another example, it's a modified version of the special fx tutorial. source included, so read the code guys. It says very clearly how to load 3ds, .x, etc
http://www.blackspork.com/files/display3d.zip
cheers! happy coding!!!
so, sumarizing, you can create your level in 3ds (since it won't need animation), this way it will cast dynamic lights and shadows, load your characters in md2 or .x, and add decorations and stuff in ms3d or obj. Now, what about a bsp? The major advantage you get from loading a quake3 bsp is that it comes lightmapped; this is that the lights you placed in the map and the shadows that were casted during compilation of the bsp will be baked on the textures when you load the level into Irrlicht. The advantage is that you get a realistic look of your level, the disadvantage is that it's tough to make dynamic lights and shadows work on bsps.
About collision? You can make any 3d model format colidable.
check my test level; the world is a bsp (lightmapped), the alien is a .x, the particles and lights-billboards are created in Irrlicht, the water is also Irrlicht-created.
http://www.theshower.nl/cgi-bin/genesis ... is/AFC.zip
and check another example, it's a modified version of the special fx tutorial. source included, so read the code guys. It says very clearly how to load 3ds, .x, etc
http://www.blackspork.com/files/display3d.zip
cheers! happy coding!!!
