New version of the My3D tools for the Irrlicht released!!!
Is still some development on my3d format?
I suggest, that calculating of bounding boxes is not very correct, so there can be a problems with collision.
For right collision must be add these lines:
also
I cannot see ZDimitor again here, but now Irrlicht supports "normal mapping", so maybe he can include this feature in my3d.
I have only one problem with my3d - when mat->Lighting = true, for any my3d related scene node, this not affect. Some idea?
I suggest, that calculating of bounding boxes is not very correct, so there can be a problems with collision.
For right collision must be add these lines:
Code: Select all
for (s32 i=0; i<transparentMesh->getMeshBufferCount(); i++)
((SMeshBuffer*)transparentMesh->getMeshBuffer(i))->recalculateBoundingBox()
Code: Select all
for (s32 i=0; i<Mesh->getMeshBufferCount(); i++)
((SMeshBuffer*)Mesh->getMeshBuffer(i))->recalculateBoundingBox();
Mesh->recalculateBoundingBox();
I cannot see ZDimitor again here, but now Irrlicht supports "normal mapping", so maybe he can include this feature in my3d.
I have only one problem with my3d - when mat->Lighting = true, for any my3d related scene node, this not affect. Some idea?
Interesting Captor; which file should be modified, the loader or the source to recompile? If it's the loader files, please tell us what to change for what....and where.
This will help a lot of newbies... like me! hehehe he
ps. You're right; Zdimitor hasnt shown lately; I have written him several times without any answer. It's starnge since we used to cross lines frequently. I agree it would be intersting to update My3d with the new features in 0.8!!
This will help a lot of newbies... like me! hehehe he
![Very Happy :D](./images/smilies/icon_biggrin.gif)
ps. You're right; Zdimitor hasnt shown lately; I have written him several times without any answer. It's starnge since we used to cross lines frequently. I agree it would be intersting to update My3d with the new features in 0.8!!
Yes, loader file. Start find dialog, type recalculateBoundingBox, and add these lines before. This is needed because recalculating of bbox for meshbuffers is omited.afecelis wrote: If it's the loader files, please tell us what to change for what....and where.
I'm on the job now
![Crying or Very sad :cry:](./images/smilies/icon_cry.gif)
Hi guys!
etcaptor very kindly sent me his modified version of the loader. Only the .cpp file has changes, the .h is still the same.
get it here:
http://www.danielpatton.com/afecelis/Zd ... loader.rar
thnx etcaptor!!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
etcaptor very kindly sent me his modified version of the loader. Only the .cpp file has changes, the .h is still the same.
get it here:
http://www.danielpatton.com/afecelis/Zd ... loader.rar
thnx etcaptor!!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Last night i made some tests with dynamic lights. At now I can say only
that this is not my3d problem
. I've got the same results with .x file
and 3ds file. But only with some of these files - with another files all
is ok. Therefore this problem is related with representation of datas in
file. I will check internal file formats and hope that will find the
reason.
Sure I'll open new thread about that and will upload some files for tests. I believe thah we can get well workings dynamic lights.
Xm, I have no idea at this time. In 3ds files the reason was emissive light = 255. But with my3d dyn lights not working if even emissive light = 0;
that this is not my3d problem
![Wink ;-)](./images/smilies/icon_wink.gif)
and 3ds file. But only with some of these files - with another files all
is ok. Therefore this problem is related with representation of datas in
file. I will check internal file formats and hope that will find the
reason.
Sure I'll open new thread about that and will upload some files for tests. I believe thah we can get well workings dynamic lights.
Xm, I have no idea at this time. In 3ds files the reason was emissive light = 255. But with my3d dyn lights not working if even emissive light = 0;
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- Posts: 44
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lol, he didn't. he said he doesnt have Max7 nor max7's sdk.
If you got max7 and the sdk you can compile the version yourself, simply add the proper include and lib folders.
the source is available for download here:
http://www.danielpatton.com/afecelis/Zd ... Plugin.zip
![Very Happy :D](./images/smilies/icon_biggrin.gif)
If you got max7 and the sdk you can compile the version yourself, simply add the proper include and lib folders.
the source is available for download here:
http://www.danielpatton.com/afecelis/Zd ... Plugin.zip
![Very Happy :D](./images/smilies/icon_biggrin.gif)
we understand; this has been around for some time. simply check how many pages this thread has got.
My3d is a 3dsmax exporter that exports "my3d" files with lightmapped info baked onto the mesh using Max's render-to-texture feature. So basically the difference with a 3ds is this:
![Image](http://www.danielpatton.com/afecelis/Zdimitor/my3dq.jpg)
and it's the best free alternative to getting lightmaps into a level different from using quake3. The only problem is that 3dsmax is expensive.
My3d is a 3dsmax exporter that exports "my3d" files with lightmapped info baked onto the mesh using Max's render-to-texture feature. So basically the difference with a 3ds is this:
![Image](http://www.danielpatton.com/afecelis/Zdimitor/my3dq.jpg)
and it's the best free alternative to getting lightmaps into a level different from using quake3. The only problem is that 3dsmax is expensive.