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Thread: How easy to use Irrlicht?

  1. #51
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    Re: How easy to use Irrlicht?

    []to Turboferret: sry for this question but does the 3d mesh object supports mmf2 demo, cuz i dont have the full version yet <img src="/center/images/graemlins/wink.gif" alt="" /> [/]
    Don't think any extensions other than the basic one's work in the demo <img src="/center/images/graemlins/wink.gif" alt="" />

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    Re: How easy to use Irrlicht?

    []to Turboferret: sry for this question but does the 3d mesh object supports mmf2 demo, cuz i dont have the full version yet <img src="/center/images/graemlins/wink.gif" alt="" /> [/]
    Don't think any extensions other than the basic one's work in the demo <img src="/center/images/graemlins/wink.gif" alt="" />

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    Re: How easy to use Irrlicht?

    []Can you tell us anything about the 3d mesh object (ie: model formats, animated or static mesh, texture support) or is there a thread already on this subject somewhere? [/]

    You can have animated or static meshes, with 2 texture layers. You can specify what type of material to use (like solid), bilinear/trilinear or no filtering. Wireframe rendering, gouraud shading. Software/direct3d8/direct39 renderers.

    Currently supported textures file formats:

    * Adobe Photoshop (.psd)
    * JPEG File Interchange Format (.jpg)
    * Portable Network Graphics (.png)
    * Truevision Targa (.tga)
    * Windows Bitmap (.bmp)
    * Zsoft Paintbrush (.pcx)

    Currently supported mesh file formats:

    * 3D Studio meshes (.3ds)
    * Alias Wavefront Maya (.obj)
    * Cartography shop 4 (.csm)
    * COLLADA (.xml, .dae)
    * DeleD (.dmf)
    * FSRad oct (.oct)
    * Irrlicht scenes (.irr)
    * Microsoft DirectX (.x) (binary &amp; text)
    * Milkshape (.ms3d)
    * My3DTools 3 (.my3D)
    * OGRE meshes (.mesh)
    * Pulsar LMTools (.lmts)
    * Quake 3 levels (.bsp)
    * Quake 2 models (.md2)

  4. #54
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    Re: How easy to use Irrlicht?

    []Can you tell us anything about the 3d mesh object (ie: model formats, animated or static mesh, texture support) or is there a thread already on this subject somewhere? [/]

    You can have animated or static meshes, with 2 texture layers. You can specify what type of material to use (like solid), bilinear/trilinear or no filtering. Wireframe rendering, gouraud shading. Software/direct3d8/direct39 renderers.

    Currently supported textures file formats:

    * Adobe Photoshop (.psd)
    * JPEG File Interchange Format (.jpg)
    * Portable Network Graphics (.png)
    * Truevision Targa (.tga)
    * Windows Bitmap (.bmp)
    * Zsoft Paintbrush (.pcx)

    Currently supported mesh file formats:

    * 3D Studio meshes (.3ds)
    * Alias Wavefront Maya (.obj)
    * Cartography shop 4 (.csm)
    * COLLADA (.xml, .dae)
    * DeleD (.dmf)
    * FSRad oct (.oct)
    * Irrlicht scenes (.irr)
    * Microsoft DirectX (.x) (binary &amp; text)
    * Milkshape (.ms3d)
    * My3DTools 3 (.my3D)
    * OGRE meshes (.mesh)
    * Pulsar LMTools (.lmts)
    * Quake 3 levels (.bsp)
    * Quake 2 models (.md2)

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    Re: How easy to use Irrlicht?

    i know its way too early for this type of question, and i certainly dont want to seem demanding or anything, but could we expect to see more model formats supported in later versions of the extension? such as the cal3d format, which is my favorite character model format(supports skeletons, vertex weighting, cloth simulaion, built-in LOD, and it's open source too). again, i dont want to seem demanding or something, i was just wondering.

    whatever the answer is, i'd like to thank you for even starting on this extension, and not casting it aside as impossible. You're doing a really great job.

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    Re: How easy to use Irrlicht?

    i know its way too early for this type of question, and i certainly dont want to seem demanding or anything, but could we expect to see more model formats supported in later versions of the extension? such as the cal3d format, which is my favorite character model format(supports skeletons, vertex weighting, cloth simulaion, built-in LOD, and it's open source too). again, i dont want to seem demanding or something, i was just wondering.

    whatever the answer is, i'd like to thank you for even starting on this extension, and not casting it aside as impossible. You're doing a really great job.

  7. #57
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Re: How easy to use Irrlicht?

    Like moomoo, I was wondering if we'll be able to load MD3 model (and maybe MD5 models) in a future version because MD2 is pretty old... <img src="/center/images/graemlins/wink.gif" alt="" />

  8. #58
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    Re: How easy to use Irrlicht?

    Like moomoo, I was wondering if we'll be able to load MD3 model (and maybe MD5 models) in a future version because MD2 is pretty old... <img src="/center/images/graemlins/wink.gif" alt="" />

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    Re: How easy to use Irrlicht?

    I know there's an unofficial Cal3D and MD3 loader floating around the Irrlicht forum, so I might be able to get them in before release.
    What's MD5? Is that the format used in Quake 4 and Doom 3?

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    Re: How easy to use Irrlicht?

    I know there's an unofficial Cal3D and MD3 loader floating around the Irrlicht forum, so I might be able to get them in before release.
    What's MD5? Is that the format used in Quake 4 and Doom 3?

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