It would be an absolute nightmare to manually load all 390 resulting mesh files of my ogre-converted house model and set individual texture and collision attributes to all of them, plus put them all back in the right place
Ogre: meshes, materials, and scenes
-
Lykaestria
- User

- Posts: 76
- Joined: Wed Sep 17, 2008 3:10 am
- Location: New Zealand
Ogre: meshes, materials, and scenes
Okay, I understand how to load a mesh easily enough, and how to texture it with a single material... but how on earth do I load scene files and use the associated material file with it? 
It would be an absolute nightmare to manually load all 390 resulting mesh files of my ogre-converted house model and set individual texture and collision attributes to all of them, plus put them all back in the right place
It would be an absolute nightmare to manually load all 390 resulting mesh files of my ogre-converted house model and set individual texture and collision attributes to all of them, plus put them all back in the right place
Once upon a time...
...there was the command LoadWorld(), which is still listed in Auto-complete, I think, but which doesn't exist no more. And it also just loaded Quake 3 like *.bsp Maps... and I know nothing about a Ogre Scene File Support in the newer PureBasic OGRE Version. If that really isn't the case, you should invent your own Scene Format...
...there was the command LoadWorld(), which is still listed in Auto-complete, I think, but which doesn't exist no more. And it also just loaded Quake 3 like *.bsp Maps... and I know nothing about a Ogre Scene File Support in the newer PureBasic OGRE Version. If that really isn't the case, you should invent your own Scene Format...
best regards,
Violet
Violet
-
Lykaestria
- User

- Posts: 76
- Joined: Wed Sep 17, 2008 3:10 am
- Location: New Zealand
See World.pb example. Yes LoadWorld come backViolet wrote:Once upon a time...
...there was the command LoadWorld(), which is still listed in Auto-complete, I think, but which doesn't exist no more. And it also just loaded Quake 3 like *.bsp Maps...
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
Which tool do you use to create your mesh ?Lykaestria wrote:like setting all 390 pivots to world coordinate 0,0,0 before I export to ogre and hope PB is nice enough to line up all 390 meshes in the correct places when I load them in?
may be you can load your mesh in deled, and use the OgreExporter ?
it work fine.
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
- Rook Zimbabwe
- Addict

- Posts: 4322
- Joined: Tue Jan 02, 2007 8:16 pm
- Location: Cypress TX
- Contact:
-
Lykaestria
- User

- Posts: 76
- Joined: Wed Sep 17, 2008 3:10 am
- Location: New Zealand
Indeed, the .scene file is based on XML and will successfully load and display in the XML.pb example. It contains nodes with detailed information regarding scale, position, rotation, entity name, and whether or not the meshes cast or receive shadows. But how to integrate that into PB?Fred wrote:Unfortunately, there is no official 'scene' format for OGRE, so we don't have added support for such. The best for you house would be to export in a a single mesh (if possible) or export the scene into an XML form and load it from PureBasic using the XML library.
I've been waiting for a "scene" import myself, for some time now. http://www.freeworld3d.org does export to a scene. This app is great for OGRE projects.Fred wrote:Unfortunately, there is no official 'scene' format for OGRE, so we don't have added support for such. The best for you house would be to export in a a single mesh (if possible) or export the scene into an XML form and load it from PureBasic using the XML library.
www.posemotion.com
PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef
Even the vine knows it surroundings but the man with eyes does not.
PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef
Even the vine knows it surroundings but the man with eyes does not.
-
Lykaestria
- User

- Posts: 76
- Joined: Wed Sep 17, 2008 3:10 am
- Location: New Zealand
I'm in the process of creating my own 3D file type. It should be finished in a few days. Basically I'm creating a little program to convert Renderware scripts (.rwx) into a data file that can be read by a procedure and manually create complex meshes using SetMeshData(). The advantage of this is having a single 3D file instead of having hundreds in order to load a very complex model such as a fully furnished house or an entire world. If I'm clever enough I hope to extend the process and create models with rotating joints that are animated by another data file. I could post the code in here when it's finished if anyone is interested.J. Baker wrote:I've been waiting for a "scene" import myself, for some time now. http://www.freeworld3d.org does export to a scene. This app is great for OGRE projects.
- J@ckWhiteIII
- Enthusiast

- Posts: 183
- Joined: Fri May 25, 2012 7:39 pm
Re: Ogre: meshes, materials, and scenes
I am VERY interested in that. I hope you'll post it here 

