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The Witcher 2 / Redkit mesh loader/writer

PostPosted: Sat Nov 23, 2013 2:14 pm
by JLouisB

I have made a .w2ent loader (models of The Witcher 2 game) for Irrlicht, based on a Python import script for Blender.
w2ent files can be found in The Witcher 2 game, and you can also export those files from 3DS Max with the scripts available in the REDkit.

For the moment the loader supports :
- geometry
- materials
And I will try to add bones and skinning.

This is a first version, a lot of improvements are needed (code cleanup, bugfix, optimisations, bones and skinning support...) so I continue to work on this loader.
About the .xbm loading, the loader do not really load the .xbm, it write a .dds from the .xbm and he load the dds, because the formats are very similar.
The loader requires at least Irrlicht 1.8 with the DDS loader enabled and bugfixed (

Screens :

Links :
Sources + demo (16.0MB) : ...

EDIT : for the DDS bug, the solution is

Re: .w2ent/.xbm loader

PostPosted: Sun Jul 06, 2014 12:08 am
by JLouisB

I have fixed some problems and added a .re (RedEngine) mesh loader and mesh writer.
I have also made a little software with Irrlicht + Qt to convert the 3D models of the game The Witcher 2.

Re: .w2ent/.w2mesh/.xbm loader, .re loader/writer

PostPosted: Wed Apr 15, 2015 1:38 pm
by dantesai
need you help,i download last verision 1.7 in froum,but when i run the Program,most time crash in load xbm file.
show you debug log
Error : the file environment_levels\architecture\dragon_city\buildings\dragon_human_textures\dragon_red06.xbm can't be opened.

Re: The Witcher 2 / Redkit mesh loader/writer

PostPosted: Sat Apr 18, 2015 3:48 pm
by JLouisB
Ok, 2 things about your problem :

- You need to use at least Irrlicht 1.8 with the DDS loader enabled and bugfixed. Irrlicht 1.7 doesn't have the DDS loader. So you should download 1.8, enable the dds loader (in IrrCompileConfig.h), fix it and compile the engine.

- About your error, you have probably a problem with the path of your textures. The textures are searched from the working directory, so you can change your working directory before the loading of the mesh or place your folder (environment_levels\architecture\dragon_city\buildings\dragon_human_textures) at the default working directory, with your executable. I probably should change this, it's not very intuitive.
So check that the path of the textures is valid and the loading should work.