Hey guyz,
first of all: sorry for my bad English.
I'm very new in Irrlicht, but not in programming nor in game programming. I program in C++ since ~5yrs and I tried out 3D GameStudio A7 for a half year (coz I didn't like the editors). Well, however I want to write a game to play it with friends.
It should be like Dungeon Keeper when I'm finished. But I have some difficulties with the materials.
How am I able to load a Milkshape (ms3d) model (I designed a giant plane with texture for the ground/level) and how do I load other models (blocks etc.) (also ms3d).
And how do I configurate the camera to have a perspective like in strategy games?
Please help me, I'm really interested in continuing with Irrlicht.
Best regards, DerCoder
Level, mobs and camera
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Re: Level, mobs and camera
Have you read the irrlicht documents (api docs and so on)?
They list all supported formats.
you should also take your time to go through the tutorials included with your download.
They list all supported formats.
you should also take your time to go through the tutorials included with your download.
"this is not the bottleneck you are looking for"
Re: Level, mobs and camera
Thanks for your answer.
I started with the tutorial, but I didn't find any solutions for my problem.
Aren't their any snippets I missed?
I started with the tutorial, but I didn't find any solutions for my problem.
Aren't their any snippets I missed?
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Re: Level, mobs and camera
Tutorial no. 1 handles mesh loading.dercoder wrote:How am I able to load a Milkshape (ms3d) model ... and how do I load other models (blocks etc.) (also ms3d).
A camera has a setPosition() and a setTarget() method. Be creative.dercoder wrote:And how do I configurate the camera to have a perspective like in strategy games?
"Whoops..."
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Re: Level, mobs and camera
if you want skeletal animations b3d is your bet. (Just a tip)
If you want static mesh any supported type will work
If you want static mesh any supported type will work
"this is not the bottleneck you are looking for"
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Re: Level, mobs and camera
a perspective (isometric, perspective) is made with matrices
core::matrix4f camProjection;
camProjection.buildSomething...
then you can set the matrix to a camera->getFrustum().set... or camera->setTransform...,
or directly to driver->setTransform(ETS_PROJECTION, camProjection);
core::matrix4f camProjection;
camProjection.buildSomething...
then you can set the matrix to a camera->getFrustum().set... or camera->setTransform...,
or directly to driver->setTransform(ETS_PROJECTION, camProjection);