Importing woes

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
domstyledesign
Posts: 9
Joined: Sat Apr 30, 2005 3:41 am
Contact:

Importing woes

Post by domstyledesign »

_________________________________________
PLEASE READ THIS

Code: Select all

Unknown data object in x file: Header{
Loaded mesh: C:\Dev-Cpp\projects\Irrlicht\test/table.x
i'm using the precompiled meshviewer to import a .x mesh exported from blender. above is what is output to the console by the meshviewer. nothing appears in the meshviewer.

i've also tried exporting it as a 3ds file - but the meshviewer just says it can't load it because the file type is not supported.

this must be a problem with my exporters. i prefer to use the 3ds file format over the .X format (avoiding anything microsoft...), but i would like to have proper exporters for both. Links anyone?

_________________________________________

while i'm here, why doesn't irrlicht have a native mesh file format? it doesn't even have to be proprietary, just something official. .X seems to be the unofficial choice for most people, but i hate the idea of not using a binary format.

_________________________________________
READ IF YOU'RE BORED

this is my first post, so i feel compelled to tell you a little about myself. i'm in college and i've been programming junk for several years. a couple of years i go i started getting into opengl. i wrote a terrain editor and i was pretty proud of it. i wanted to write a mesh editor but decided it would take too long just to learn what i needed to know to write it.

so i pirated a copy of 3ds max to go with my pirated copy of visual studio to go with my pirated copy of windows. i felt like a loser. not only was did i have a ton of pirated software on my pc, the applications i used the most were from a company i despised. i uninstalled 3ds and found blender (cue singing monks).

i had used dev cpp when i was in middle school but not since, i decided it was time to give it a try, and i'm glad i did. as long as i have a version of windows on my pc, i'll also have dev cpp. [props to the irrlicht devpak author btw].

i've ordered an Ubuntu cd (the connection in the dorms sucks too much to download), but i'm still waiting for it to arrive. as soon as it does i'm planning to switch entirely over linux. i think i'll use the AnjutaIDE but i would like everything i write to be crossplatform [if you feel like giving me any resources on cross platform programming w/ irrlicht, please do ;-)]. i noticed jirr and i love the idea. i've used some of the opengl bindings for java and an engine (or two) built around them. but installation of those was a pain in the ass. i'm curious though. does anyone have any demos or anything at all using jirr? i'd like to see it in action

_________________________________________

sorry to waste your time. if you forgot why i posted, scroll up!
domstyledesign
Posts: 9
Joined: Sat Apr 30, 2005 3:41 am
Contact:

Post by domstyledesign »

i've located a working .X exporter here

http://development.mindfloaters.de/Downloads.12.0.html

how about 3ds? or any other exporters for blender (which work properly w/ irrlicht)
domstyledesign
Posts: 9
Joined: Sat Apr 30, 2005 3:41 am
Contact:

Post by domstyledesign »

*bump*

still looking for that 3ds exporter for blender that *works* with irrlicht
Post Reply