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Posted: Sat Nov 06, 2004 4:48 pm
by vermeer
I doubt it...there's not such a think as a free sdk for gmax....

for totally free I think is all about the trancos modified version of FSRAD (sticky faq thread, I put it recently :) ) and his related tools, learn that workflow (I put also the threads in faq sticky) , and use JOx loader...I think...as I had already bought Gile[s] I didn't pay much attention.

The problem with gmax is it is not legal to export stuff if not witha plugin pack...well, it is, but...you'd have to break the listener limitation, and even doing with an external tool, that'd be illegal, so u're in same path....

Legal ways are...well...exporting md3 files with mojo.gmaxsupport.com md3 plugin. but limit of 8,192 tris, no shared uvs well exported (seams in geometry) and...no lightmaps.

Indeed, I think Gmax can't do lightmaps, as Gmax can't render, so, can't render to texture nor anything similar....Someone correct me if I'm wrong, but I am afraid I'm not.

Posted: Sun Nov 14, 2004 3:15 pm
by DrBenito
Looking very nice, excellent work ZDimitor. And the video by afecelis is certainly an eye opener for what can be done.

However, and this is where I look the fool, I have no problem with the software side, and I'm able to model in 3ds. But lightmaps are a whole different kettle of fish to me :)
So here's the dumb question of the day... How do you do lightmaps in 3ds?

(i'll have a trawl through these forums and google too but figured a link direct from here will bring the whole process into one location making it easier for the slow and lazy thinkers like myself :))

Many thanks,
Ben

<edit>
Always happens like this... I found something by Testur that pretty much sums up what I was after :)
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=4530
Play time now... :D
</edit>

Posted: Sun Nov 14, 2004 4:05 pm
by Testur
Glad I could help. :)

Posted: Sun Nov 14, 2004 4:29 pm
by DrBenito
Super-smashing-great :D

Cheers for that. Quite possibly the most concise and comprehensive 3ds tutorial/instruction set I have ever seen :D

Although I have no idea where to find the 'Pick Material from Object' option. But everything else works spot on.

http://bensherlock.mine.nu/~ben/irrlich ... beShot.jpg

I'll have to have a proper play around to get the lighting working right, didnt think i'd used a purple light... its supposed to be limegreen the floor :S

Cheers again,
Ben

Posted: Sun Nov 14, 2004 5:31 pm
by Testur
The 'Pick Material from Object' is the eyedropper icon in the Material Editor.

Posted: Sun Nov 14, 2004 8:08 pm
by DrBenito
ah yes... got it now :) thanks

Now its a simple case of putting these new skills to use...

Posted: Tue Nov 16, 2004 5:08 pm
by Guest
Right, just a thought really...

Normal Maps :)

By a similar (if not the same) principle we can export normal maps from 3ds in much the same way as the lighting maps. (normal maps are simply stored as RGB data matching the UV coords) So the export mechanism that ZDimintor created could be extended to accomplish this too.

The second part... normal maps support in irrlicht...

Q1) is there any plan/current development/experimentation etc already in progress to support them?
Q2) does anyone have any good reasons that they shouldnt work in irrlicht?
Q3) does anyone have any good advice before I might make a start on adding the support to irrlicht?

gotta run now, but will start mulling this over this evening...

Muchos gracias,
Ben

Posted: Wed Nov 17, 2004 1:16 am
by ZDimitor
Normal maps! They needed to the stuff like bumpmapping? Right?
But Irrlicht not support bumpmapping yet. You absolutely right - exporter able to export all kind of maps from 3DSMAX, but what we can do with them in Irrlicht after that?

Posted: Wed Nov 17, 2004 1:30 am
by Robomaniac
Its a shader, it can be done w/ the current version of irrlicht

[edit]
Normal, Bump, Offset, Paralax, etc mapping should not be added to the irrlicht core, but rather remain as separate shaders which the programmer uses. If every effect is include into the core, irrlicht would become more bloated then a dead whale that's been sitting in the sun for a week.

Posted: Wed Nov 17, 2004 1:36 am
by ZDimitor
:lol: :lol: :lol:

Where you have seen such shader? I want to play with it.

Posted: Wed Nov 17, 2004 5:32 am
by ZDimitor
BTW: Here is a small patch to the My3D loader:

In the begin of function createMesh(io::IReadFile* file) add this string:

Code: Select all

IAnimatedMesh* CMY3DMeshFileLoader::createMesh( 
                io::IReadFile* file 
                ) 
{ 
   // add this string 
   MaterialEntry.clear(); 
   ... 
}
This patch is solve the problem of loading more then one my3d meshes.

Posted: Wed Nov 17, 2004 8:45 am
by DrBenito
Robomaniac wrote:... irrlicht would become more bloated then a dead whale that's been sitting in the sun for a week.
Good analogy :) and a fair point. Well in which case, do you have any good pointers to how to use the shaders etc to utilise the normal maps? :)

and while we're at it... any good pointers to using shaders with irrlicht ;)

apologies, im very lazy this morning. No caffeine yet.

Cheers,
Ben

It's is possible to make a version for linux???

Posted: Fri Feb 04, 2005 11:16 pm
by angel80
Can someone show to me how to upgrade irrlicht with MY3D and
make a Makefile for linux user please??
Thank a lot
.: Newbi user:.

Posted: Sun Feb 06, 2005 12:38 am
by afecelis
you'd still need windows to get your "my3d" files created since they're exported from 3dsmax, and 3dsmax is a win-only app; unless you're using winex or some other windows emulator for linux.

I guess the only thing would be adding the extra sources and headers for the "my3dformat", dunno, perhaps in anjuta?

Smooth shadows / light fadings

Posted: Fri Feb 25, 2005 10:25 pm
by PixelFox
Hi there, I have a problem with getting smooth fading shadows / light on a white object. It always looks like the 16-bit rough steps of colors, even though I am generating 24-bit lightmaps and I run Irrlicht with 24-bit, too.

Has anyone the same problem or an idea?