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forum topic indicator quake 3 levels (.bsp) not visible in irrEdit?
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kclosure
Registered User
Quote
2007-07-18 23:16:40

Can someone tell me why a loaded .bsp model is not visible in irrEdit?

I tried loading a scene which contains 2 models: 20kdm2.bsp and pilaar.md2. I can see the .md2 model but can not see the .bsp model. Here's the log created by irrEdit:

Welcome to irrEdit 0.7
Running on Irrlicht Engine version 1.3
Successfully started script: scripts\autostart_example.nut
Successfully started script: scripts\autostart_setworking_directory.nut
Successfully started script: scripts\autostart_togglewireframe.nut
Loaded plugin: plugins\exampleGamePlugin.dll
Loaded plugin: plugins\exampleSceneNodePlugin.dll
Loaded plugin: plugins\irrKlangSceneNodePlugin.dll
Loaded mesh: media/maps/20kdm2.bsp
Needed 0ms to create OctTree SceneNode.(0 nodes, 0 polys)
Loaded texture: media/textures/liquids/lavahell.jpg
Loaded texture: media/models/mapobjects/gratelamp/gratetorch2.jpg
Loaded texture: media/textures/e7/e7brickfloor01.jpg
Loaded texture: media/textures/e7/e7dimfloor.jpg
Loaded texture: media/textures/e7/e7brnmetal.jpg
Loaded texture: media/textures/e7/e7steptop2.jpg
Loaded texture: media/textures/e7/e7walldesign01b.jpg
Loaded texture: media/textures/e7/e7bmtrim.jpg
Loaded texture: media/textures/e7/e7sbrickfloor.jpg
Loaded texture: media/textures/e7/e7beam02_red.jpg
Loaded texture: media/textures/e7/e7swindow.jpg
Loaded texture: media/textures/e7/e7bigwall.jpg
Loaded texture: media/textures/e7/e7panelwood.jpg
Loaded texture: media/textures/e7/e7beam01.jpg
Loaded texture: media/textures/gothic_floor/xstepborder5.jpg
Loaded texture: media/textures/e7/e7steptop.jpg
Loaded texture: media/textures/gothic_trim/metalblackwave01.jpg
Loaded texture: media/textures/stone/pjrock1.jpg
Loaded mesh: media/pilaar.md2
Loaded texture: media/auvbg.png

person icon
niko
Moderator
Quote
2007-07-20 05:53:45

Strange, maybe something is wrong with the materials. Does it work when loading your bsp in irrlicht directly?

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kclosure
Registered User
Quote
2007-07-20 21:48:05

I created the scene file ''castle.irr" in irrlicht by first loading the quake3 map "map-20kdm2.pk3" and adding two models "pilaar.md2", then saving the scene by smgr->saveScene("castle.irr"). I extracted the files contained in "map-2okdm2.pk3" and modified the mesh and texture paths in "castle.irr" to make them link to the correct locations.

When I loaded the created scene by smgr->loadScene("castle.irr") in irrlicht, the same problem happened: only the md2 models were shown. The quake3 map was shown properly when loading the bsp from "map-20kdm2.pk3" by addZipFileArchive() and getMesh().


Here's an excerpt of the created scene:

== castle.irr ==

<?xml version="1.0"?>
<irr_scene>

     <attributes>
          <string name="Name" value="" />
          <int name="Id" value="-1" />
          <colorf name="AmbientLight" value="0.752941, 0.752941, 0.752941, 0.000000" />
     </attributes>

     <node type="octTree">

          <attributes>
               <string name="Name" value="" />
               <int name="Id" value="-1" />
               <vector3d name="Position" value="-1350.000000, -130.000000, -1400.000000" />
               <vector3d name="Rotation" value="0.000000, 0.000000, 0.000000" />
               <vector3d name="Scale" value="1.000000, 1.000000, 1.000000" />
               <bool name="Visible" value="true" />
               <enum name="AutomaticCulling" value="box" />
               <int name="DebugDataVisible" value="0" />
               <bool name="IsDebugObject" value="false" />
               <int name="MinimalPolysPerNode" value="256" />
               <string name="Mesh" value="media/maps/20kdm2.bsp" />
          </attributes>

          <materials>
               <attributes>
                    <enum name="Type" value="solid" />
                    <colorf name="Ambient" value="1.000000, 1.000000, 1.000000, 1.000000" />
                    <colorf name="Diffuse" value="1.000000, 1.000000, 1.000000, 1.000000" />
                    <colorf name="Emissive" value="0.000000, 0.000000, 0.000000, 0.000000" />
                    <colorf name="Specular" value="1.000000, 1.000000, 1.000000, 1.000000" />
     &n

person icon
skydiver
Registered User
Quote
2007-08-25 17:49:34

First, sorry on my english.
I have same problem with load Quake 3 map in irrEdit 0.7.1.
I was extracting map-20kdm2.pk3 in folder map-20kdm2 with WinZip.
And I was started irrEdit and i click on File->import->static 3d mesh (I try with Animated 3d mesh) and open map-20kdm2\maps\20kdm2.bsp. I have for results
embedded external image
🔎︎


person icon
Genius
Registered User
Quote
2007-08-27 20:32:42

I have the same problem too. It says that mesh are loaded, but polycount is 0.

EDIT

So, anybody? Irrlicht load maps perfectly, and the castle map included in the SDK, I'm trying to load another map, that I created myself in Radiant and I get the same result.

person icon
Edwart
Guest
Quote
2007-11-12 19:09:52

i ve got the same problem too.
any solutions?

Thanx Edwart

person icon
kwakwaversal
Registered User
Quote
2008-01-07 09:39:35

Whenever I've encountered this problem it is because the textures aren't in the correct location for the map.  Irredit won't load the mesh of the castle as a wireframe for example if the textures are missing.  


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