Monster 3(md2) - CC0

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Noiecity
Posts: 324
Joined: Wed Aug 23, 2023 7:22 pm
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Monster 3(md2) - CC0

Post by Noiecity »

A simple monster... has a few animations and a 1024x1024 texture... you can load the animations directly like this(you can comment EMF_LIGHTING...):

IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IAnimatedMesh* mesh = smgr->getMesh("../Monster3/Monster3_forirrlicht.md2");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->setScale(core::vector3df(14,14,14));
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation("death");
node->setMaterialTexture(0, driver->getTexture("../Monster3/Monster3_Albedo.jpg"));
}

Each of the different animations would be invoked like this:
node->setMD2Animation("salute");
node->setMD2Animation("stand");
node->setMD2Animation("loading_run");
node->setMD2Animation("run");
node->setMD2Animation("attack");
node->setMD2Animation("death");
Image

Download:
https://drive.google.com/file/d/1YDBodg ... sp=sharing


CC0... :mrgreen: :mrgreen:
Irrlicht is love, Irrlicht is life, long live to Irrlicht
fskqj
Posts: 4
Joined: Sat Jun 07, 2025 10:46 pm

Re: Monster 3(md2) - CC0

Post by fskqj »

Awesome, I loaded you model into my c++ code, it has 732 frames. Such large amount of frames, did you make it by yourself.
Noiecity
Posts: 324
Joined: Wed Aug 23, 2023 7:22 pm
Contact:

Re: Monster 3(md2) - CC0

Post by Noiecity »

fskqj wrote: Thu Jun 12, 2025 11:25 am Awesome, I loaded you model into my c++ code, it has 732 frames. Such large amount of frames, did you make it by yourself.
Thanks, and yes, although I forgot to animate the spin, there are games where the spin is immediate without animation so, I hope it helps :mrgreen:
Irrlicht is love, Irrlicht is life, long live to Irrlicht
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