3DS Levels

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.
unrealfragmaster
Posts: 31
Joined: Mon Dec 15, 2003 5:49 pm
Location: Ireland
Contact:

Post by unrealfragmaster »

Nope, still the same error.
I am using VS6.0.
The Quake3 level load example works fine, I can compile it with no bother. But using the code above, it wont work.
http://www.gameplayzone.com/forum
Join the gameplayzone forums today!
http://www.gameplayzone.com
All the latest gaming news and advancements
unrealfragmaster
Posts: 31
Joined: Mon Dec 15, 2003 5:49 pm
Location: Ireland
Contact:

Post by unrealfragmaster »

Thanks for your help :-D
i got it working.
I just added another } at the very end.
I get 1 warning about a value not being returned, but it still works :-D
Howver, my 3DS level has no textures :( It cant locate them. Is there a special place I have to put them?
http://www.gameplayzone.com/forum
Join the gameplayzone forums today!
http://www.gameplayzone.com
All the latest gaming news and advancements
Homer
Posts: 58
Joined: Tue Nov 18, 2003 7:11 pm
Location: Germany

Post by Homer »

AFAIK they have to be in the same folder as your transport.3ds is.
wornaki
Posts: 54
Joined: Sat Aug 23, 2003 1:18 am
Location: Argentina, South America

Post by wornaki »

In my case I could load the texture (yes, just one) from a different folder.
unrealfragmaster
Posts: 31
Joined: Mon Dec 15, 2003 5:49 pm
Location: Ireland
Contact:

Post by unrealfragmaster »

OK according to irrlicht th etexturesload, and with lighting turned off I can usually see some of them, but when I load a 3DS sphere in with a planet texture around it, it apears white. Whats wrong?
http://www.gameplayzone.com/forum
Join the gameplayzone forums today!
http://www.gameplayzone.com
All the latest gaming news and advancements
wornaki
Posts: 54
Joined: Sat Aug 23, 2003 1:18 am
Location: Argentina, South America

Post by wornaki »

is it just onetexture?. Because maybe automatic loading won't work under that circumstances.... Strange though, very, very strange.
Masdus
Posts: 186
Joined: Tue Aug 26, 2003 1:13 pm
Location: Australia

Post by Masdus »

upgrade your version of irrlicht and try
unrealfragmaster
Posts: 31
Joined: Mon Dec 15, 2003 5:49 pm
Location: Ireland
Contact:

Re: 3DS Levels

Post by unrealfragmaster »

Thanks , got it working, was just the texture file wasnt saved properly.
http://www.gameplayzone.com/forum
Join the gameplayzone forums today!
http://www.gameplayzone.com
All the latest gaming news and advancements
Seven
Posts: 1030
Joined: Mon Nov 14, 2005 2:03 pm

Re: 3DS Levels

Post by Seven »

Wed Dec 17, 2003 5:30 am
Fri Feb 10, 2017 10:22 pm
CuteAlien
Admin
Posts: 9670
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: 3DS Levels

Post by CuteAlien »

That's how you spot the time travelers :-)
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: 3DS Levels

Post by Mel »

I'd suggest you using Alias Wavefront .obj instead of 3DS (use the gw::obj exporter, is the best) they aren't restricted, on load time, anyway, to 8.3 texture names, and have proper smoothing, whereas the 3DS equivalent is always flat, due to the way Autodesk handles the smoothness of the models via smoothing groups. Also, if you spread well the textures throughout the level, you may be able to load very large meshes without exceeding the 16 bit indices that most model loaders have in irr,

The 3DS support is there almost for legacy reasons, a 3D lib can't be considered as such if they can't load 3DS :)

*looks at the dates* Damn it! XDDDD
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Post Reply