collision in *.3ds map?

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sugarhigh
Posts: 14
Joined: Sat May 28, 2005 4:11 am

collision in *.3ds map?

Post by sugarhigh »

I'm sure this is possible with A LOT of code
i.e. something like:

Code: Select all

if (playerMeshLocation >= whatever coord)
{
movePlayerMesh(-1,0,0)
}
for each coordinate in the map mesh but how would you do this similar to the example7 with the q3 map. I have no problem with q3 mapping except i don't know of any other mapping programs besides q3radiant, gtkradiant, or any other variant that REQUIRES Q3 which I don't have. So basically what I'm asking is can I use the same method as in example7 but instead of pointing to a *.bsp in the *.pk3 file, could you load a *.3ds mesh instead?
ab illo cui multum datur multum requiritur
bearSoft
Posts: 165
Joined: Fri Apr 01, 2005 9:55 pm
Location: Denmark

Post by bearSoft »

yes -but u do that exactly as with a quake map -eg
node= smgr->addOctTreeSceneNode(mesh->getMesh(0));
..however- using a 3ds mesh is more demanding and a big mesh would need a good pc
Regards.
Tech: win98se| 320mb ram| abitbe6| 433mhzceleron| atiRadeon7000.64mb| soundblaster125| dx9.0b | devCPP | IRR 0.12.0 |
sugarhigh
Posts: 14
Joined: Sat May 28, 2005 4:11 am

Post by sugarhigh »

Okay thanks for the reply but I'm starting to hate .3ds but althoguh I said .3ds specifically I really meant any format but okay. thank you.
ab illo cui multum datur multum requiritur
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