hi,
i would like to know if irr could load a map done for HL, HL2 or counter strike ? using wad files.
thanks
irr + HL files
Looking at the Development Page (Found on Main page) this is what irrlicht supports:
MD2 File Support 100% Complete Loading meshes from Quake2 .md2 files 0.1
BSP File Support 100% Complete Loading meshes from Quake3 .bsp files 0.1
MS3D File Support 100% Complete Loading an animating meshes from Milkshape 0.3
3DS File Support 100% Complete Loading meshes from 3DStudio .3ds files 0.
MD2 File Support 100% Complete Loading meshes from Quake2 .md2 files 0.1
BSP File Support 100% Complete Loading meshes from Quake3 .bsp files 0.1
MS3D File Support 100% Complete Loading an animating meshes from Milkshape 0.3
3DS File Support 100% Complete Loading meshes from 3DStudio .3ds files 0.2
Also in the next release there should be support for:
AN8 File Planned Loading Anim8or meshes and animations
.X File Support Implement .X file loading indepentend of which device is used. (.X-files must be loaded also with OpenGL and the Software Device.)
So I believe that answer is NO. But I could be wrong, and hopefully someone can correct me.
MD2 File Support 100% Complete Loading meshes from Quake2 .md2 files 0.1
BSP File Support 100% Complete Loading meshes from Quake3 .bsp files 0.1
MS3D File Support 100% Complete Loading an animating meshes from Milkshape 0.3
3DS File Support 100% Complete Loading meshes from 3DStudio .3ds files 0.
MD2 File Support 100% Complete Loading meshes from Quake2 .md2 files 0.1
BSP File Support 100% Complete Loading meshes from Quake3 .bsp files 0.1
MS3D File Support 100% Complete Loading an animating meshes from Milkshape 0.3
3DS File Support 100% Complete Loading meshes from 3DStudio .3ds files 0.2
Also in the next release there should be support for:
AN8 File Planned Loading Anim8or meshes and animations
.X File Support Implement .X file loading indepentend of which device is used. (.X-files must be loaded also with OpenGL and the Software Device.)
So I believe that answer is NO. But I could be wrong, and hopefully someone can correct me.
ok, thank sfin.
i heard that there is a lot of different bsp format, for example Q3 bsp and Wolfenstein bsp ar not the same, so what about that ?
wich bsp will be supported, and will the engine be allways up to date ?
for my game project first i wanted to make my level into hammer, but there was a problem with the texture size ( not 32 bit, only 256 col into those damn wad files )
then i tried gtkradiant ( wich finally seems to be the best editor ) with Q3 bsp, but in Q3 you have no button, breakable objects, normal doors etc ..
so i finally came to use Wolfenstein bsp, but the question is will it also work into irr ??
thanks !!
i heard that there is a lot of different bsp format, for example Q3 bsp and Wolfenstein bsp ar not the same, so what about that ?
wich bsp will be supported, and will the engine be allways up to date ?
for my game project first i wanted to make my level into hammer, but there was a problem with the texture size ( not 32 bit, only 256 col into those damn wad files )
then i tried gtkradiant ( wich finally seems to be the best editor ) with Q3 bsp, but in Q3 you have no button, breakable objects, normal doors etc ..
so i finally came to use Wolfenstein bsp, but the question is will it also work into irr ??
thanks !!
If the Wolf BSP's are compatible with Quake BSP's it will load.
The quickest way to find out if the mesh you want to use works is "Try loading it."
If the format you want isn't supported, Irrlicht has a function called getExternalLoader(). You would have to have your programmer make an external mesh/world loader.
The quickest way to find out if the mesh you want to use works is "Try loading it."
If the format you want isn't supported, Irrlicht has a function called getExternalLoader(). You would have to have your programmer make an external mesh/world loader.
Crud, how do I do this again?