Ambiera ForumDiscussions, Help and Support. |
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This editor looks like it's off to a great start. The lightmap generator is gorgeous. There is one show-stopper for me right now, and a few feature requests. Show-stopper: - The editor seems to choke on Ogre3D 1.4 meshes that have more than one submesh. - (At least I *think* this is the problem. I have several very simple room and hallway pieces, and the editor loaded some of them fine, and in others entire submeshes were missing). - If you need a sample of a mesh that won't load, feel free to ask and I can email one, or post the ogre mesh.xml format here. Feature requests: - snap to grid for mesh movement and rotation - align mesh with ground (very nice so you don't have to painstakingly adjust every placed mesh to make sure it's not floating off the ground). - align mesh on another mesh (e.g. for placing a mesh on top of another mesh, as is usual for interior spaces). - the lightmap pngs I exported appeared to be empty. They looked like full black images when viewed in the gimp (or whatever other image editor). When I changed the lightmap format to .bmp, they exported fine. Good luck with the continued development - it looks very promising! -Jabberwocky. |
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Played around a little longer. This editor is really growing on me. But I have a couple more questions: If I add a .3DS file to the scene, the light mapping function will automatically turn its material into a lightmap_m4. This is great. But if I add a .mesh file, the light mapping function has no effect on it. It's material stays "solid". If I manually change the material to "lightmap_m4", hitting the light mapping function switches it back to solid on me. Why can't I lightmap .mesh files? Exporting it to a collada file doesn't help. Also a question about exported lightmaps - is a single lightmap texture file exported for each mesh in the scene? (I believe this is the case.) Or do different meshes use a single large lightmap (their uvs referencing different parts of the texture)? Thanks! -Jabberwocky. |
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Hi, thanks for the feedback. The problem with pngs sounds strange, but I'll have a look at this. Your problem with .mesh files maybe is there because it has a too small resolution, try to increase the resolution parameter of the light mapping or scale the mesh. Yes, irrEdit uses different lightmap textures for different meshes, currently there is no way to change this. |
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[quote=3]Your problem with .mesh files maybe is there because it has a too small resolution, try to increase the resolution parameter of the light mapping or scale the mesh.[/quote] My problem with .mesh files has nothing to do lightmapping. Simply loading the .mesh into the scene doesn't work. I have a hallway piece with a floor, two walls, and a ceiling, and the editor only draws the floor. It's a geometry problem, not a material problem, because it draws the bounding box around the floor. When I load the same model in .3ds format, it loads fine. [quote=3]Yes, irrEdit uses different lightmap textures for different meshes, currently there is no way to change this.[/quote] Cool, that sounds like a fine technique. Thanks for the answers! |
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Ah, that's some problem in the .mesh loader then. Please post this and your model in the irrlicht engine forum or here, so we can have a look at it. |
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Sounds good. Here is the .3DS model in 3ds max: -It's a simple hallway segment - a rectangle with the ends chopped off Here is the .mesh loaded in irredit: - as you can see, only the ceiling has loaded Here is the .mesh file - This .mesh is in Ogre format 1.4 - You can download it at: http://www.fileden.com/files/200... - I have converted it to .xml format (using OgreXMLConverter.exe) so I could also post it here. [code] <mesh> <submeshes> <submesh material="MaterialGothicCeiling" usesharedvertices="false" use32bitindexes="false" operationtype="triangle_list"> <faces count="2"> <face v1="1" v2="2" v3="0" /> <face v1="3" v2="0" v3="2" /> </faces> <geometry vertexcount="4"> <vertexbuffer positions="true" normals="true" colours_diffuse="true" texture_coord_dimensions_0="2" tangents="true" texture_coords="1"> <vertex> <position x="4" y="8" z="-12" /> <normal x="0" y="-1" z="0" /> <colour_diffuse value="1 1 1 1" /> <texcoord u="1" v="-1" /> <tangent x="1" y="0" z="-1.19209e-007" /> </vertex> <vertex> <position x="4" y="8" z="12" /> <normal x="0" y="-1" z="0" /> <colour_diffuse value="1 1 1 1" /> &n |
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just asking : You have a 3dmax file .3ds and it looks fine Than you mention the Mesh format Ogre. Are you sure you Ogre model is complete ? I mean did you check the mesh after converting it from .3ds --> Ogre ? If the conversion failt , Irrlicht and IrrEdit will never present the mesh right. I know I'm acting like you haven't checked that already. But it is a mistake often made :) |
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Fair question, but yeah I have verified that the .mesh is correct. The .mesh exporter comes with a view tool, and this mesh looks fine in the view tool. Also, a visual check on the XML data checks out. It's a very simple mesh - 2 walls, a ceiling, and a floor. |
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