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Posted (edited)

your trying to transfer from screanshot img to heightmap or something else?!

if you do from screanshot img its not your resolution problem, its your transfer problem, you can newer make acurate transfer just from screanshot img to make correct heightmaps.

this is one nice heightmap, the one from google dont look anything similar and i can hardly think you can get large enought details from google maps so that you can have detailed ilands like thisone.

Posted Image

maybe you shud finde some similar topics like thisone

http://forums.epicgames.com/threads/904026-Is-it-possible-to-get-the-height-map-from-Google-Earth-for-importing-into-UDK

or try to get maps from other resources, cos the one on google are realy low lvl of precision

Umm, no, I am actually extracting the height details from google earth by putting an overlay (black pic) onto the surface, at different heights (google only allows for every metre) and then I stack them using ImageMagick (automated by my script) at increased black levels (grayscales) which then outputs the grayscale image, the screenshot is only used as texture/detailmap.

I have read many many threads on the subject and consider myself an expert on the subject :D as I have made what others havent, a "one click" google earth to grayscale heightmap program (my script), which isnt limited by what you can find of DEM's and similar, It can make heightmaps from anywhere in the world. ;) the screenshot is only added candy.

I made the script over a year ago put stopped developing it, as it was intended as a one-click google earth to CryEngine, but then CryTek released their CryEngine3 which required that people had to log-in to their server just to use their editor, many modders, myself included, got mad, so we boycottet the CryEngine3 and hence I havent developped it further.

My script is one-click only and it spits out real heightdata, if you want a heightmap from somewhere where DEM's arent available, just ask me, and I'll get it for you in two minutes :D

/brag ;)

Edited by Werty

Some guy's script + some other guy's script = my script!

  • 2 weeks later...
Posted

Hey, if anyone's interested, check out my game at:

http://mlppegasusflightsim.webs.com/

Version 2 will be coming out soon.

  • 11 months later...
Posted

1) Is it possible to run the Irrlicht window embeded in Autoit GUI window? It's really necessary.

2) Is something like the RTS-camera in Irrlicht? I'm trying to do 2D tower defense and don't how to scroll around the map that is larger than screen.

Thanks in advance.

Posted

1) Is it possible to run the Irrlicht window embeded in Autoit GUI window? It's really necessary.

2) Is something like the RTS-camera in Irrlicht? I'm trying to do 2D tower defense and don't how to scroll around the map that is larger than screen.

Thanks in advance.

 

Here's a work-around for getting the IrrLicht render window inside Autoit GUI. :)

#include "./Bin/au3Irrlicht2.au3"
#include "WinAPI.au3"
#include <Misc.au3>

$Gui = GUICreate("AutoIt Window", 1280, 785, -1, -1)
HotKeySet("{ESC}", "_exit")

;Embed Irrlicht RenderWindow---------------------------------------------------------------------------------------
_IrrStart($IRR_EDT_opengl, 1024, 768, $IRR_BITS_PER_PIXEL_32, $IRR_windowed, $IRR_SHADOWS, $IRR_capture_EVENTS, $IRR_VERTICAL_SYNC_Off)
_IrrSetWindowCaption( "IrrLicht Window")
_WinAPI_SetWindowRgn(WinGetHandle("IrrLicht Window", ""), _WinAPI_CreateRectRgn(3, 22, 1024, 768)) ; Cut off IrrLicht Window Border
WinMove("IrrLicht Window", "", -3, -22) ; It wants to be moved before set as child for some reason, not vice versa.
_WinAPI_Setparent(WinGetHandle("IrrLicht Window", ""), $Gui); Set as child for autoit window
WinActivate("AutoIt Window")
GUISetState()
;--------------------------------------------------------------------------------------------------------------------
;add your IrrLicht stuff here.....

WHILE _IrrRunning()
    
    ;Click and Hold right mouse button in Irrlicht window to move or whatever, control Autoit Window without holding button,
    ; you can refine this with adding coords, so it only moves when mouse is inside the window
    If _IsPressed("02") AND WinActive($Renderwindow) Then
                ;_Movement() ; your movement or whatever goes here
    EndIf
    
    _IrrBeginScene(128,128,128)
    ;.......and here
    _IrrDrawScene()
    _IrrEndScene()
    Sleep(5)
WEND

Func _exit()
    _IrrStop()
    Exit
EndFunc ; _exit

Some guy's script + some other guy's script = my script!

Posted (edited)

Werty,

Thanks a lot!!! It's interesting trick.

 

And what about RTS-camera?  :rolleyes:  Maybe have an idea?

Edited by iFFgen
Posted

youl probably need to create normal camera and define its limits, set FOV if needed, and how itl behave (what to do on keypress, or on mousepos on screen, or mouse press aka mouse wheel) changing camera position, target, and transition from one object to another if need.

TCP server and client - Learning about TCP servers and clients connection
Au3 oIrrlicht - Irrlicht project
Au3impact - Another 3D DLL game engine for autoit. (3impact 3Drad related)



460px-Thief-4-temp-banner.jpg
There are those that believe that the perfect heist lies in the preparation.
Some say that it’s all in the timing, seizing the right opportunity. Others even say it’s the ability to leave no trace behind, be a ghost.

 
Posted

youl probably need to create normal camera and define its limits, set FOV if needed, and how itl behave (what to do on keypress, or on mousepos on screen, or mouse press aka mouse wheel) changing camera position, target, and transition from one object to another if need.

I understand all this in theory.
But how to realize in practice?
Press the left mouse button, pulled to the side and the screen is moved in the opposite direction (with mouse acceleration - it would be ideally)
Posted (edited)

if i remamber correctly au3irrlicht udf do have help file with documented examples on keypress.
 
if not you can allwayes try to use _IsPressed and HotKeySet from autoit help file, so when you create your camera you hold its indentifier in variable. camera is a nude so you direct it like normal 3d object node to get its position or not.

you tell it to move to another post on XYZ axis and it move 1 to some axis
so 

If _IsPressed('somekeycode') then ;or some other key-mouse / irrlicht-autoit command
    $xyz = _IrrGetNodePosition($CameraNode);or _IrrGetNodeAbsolutePosition depends what you need
    _IrrSetNodePosition($CameraNode, $xyz[0], $xyz[0]+1, $xyz[0]);move +1 on specific axis
endif

or

If _IsPressed('somekeycode') then ;or some other key-mouse / irrlicht-autoit command
    $xyz = _IrrGetNodePosition($CameraNode);or _IrrGetNodeAbsolutePositiondepends what you need
    _IrrSetNodePosition($CameraNode, $xyz[0], $xyz[0]+1, $xyz[0]);move +1 on specific axis
    _IrrSetCameraTarget($CameraNode, $somex, $somey+1, $somez)
endif
or something third
Edited by bogQ

TCP server and client - Learning about TCP servers and clients connection
Au3 oIrrlicht - Irrlicht project
Au3impact - Another 3D DLL game engine for autoit. (3impact 3Drad related)



460px-Thief-4-temp-banner.jpg
There are those that believe that the perfect heist lies in the preparation.
Some say that it’s all in the timing, seizing the right opportunity. Others even say it’s the ability to leave no trace behind, be a ghost.

 
  • 6 months later...
Posted

Does anyone here know a nice way to debug the IrrlichtWrapper and/or engine?

I used Werty's embedding solution from above () in a rather big project, big GUI etc. I end up with all kinds of weird Irrlicht behaviour :(

I get a crash whenever I call _IrrStop() without deleting my main GUI first. Even if I don't set it as parent for the Irrlicht window.

Also, keypresses are not properly processed. I have a richedit control (to write stuff in!) and typing in there, I get 2 out of 3 key presses at best. Text is all scrambled because of that. I narrowed it down to that it only happens when I also use Yashied's HotKey UDF ('?do=embed' frameborder='0' data-embedContent>>) without assigned hotkeys. It seems that Irrlicht and the HotKeys get in each others way.

Posted

Have you tried playing around with the irrstart() setting, from the manual...

Capture mouse and keyboard specified whether you want to capture keyboard and mouse events, if you choose to ignore them they will be handled by Irrlicht for FPS camera control. This parameter should be either of: -
IRR_IGNORE_EVENTS
IRR_CAPTURE_EVENTS

 

As for the crashes you get I would need a reproducer example.

Some guy's script + some other guy's script = my script!

Posted

I have set Irrlicht to IGNORE_EVENTS already but it seems like it does register a hook anyway. These two (the one from HotKeys and Irrlicht) seems to interfere with each other. My solution would be to compile Irrlicht myself, without any keyboard input detection.

As for the reproducer example, I will gladly compose one.

Posted

I have set Irrlicht to IGNORE_EVENTS already but it seems like it does register a hook anyway. These two (the one from HotKeys and Irrlicht) seems to interfere with each other. My solution would be to compile Irrlicht myself, without any keyboard input detection.

As for the reproducer example, I will gladly compose one.

 

Weird, please post an example.

As for compiling irrlicht, I managed to compile it without errors with Codeblocks/g++ but the dll is incompatible with au3irrlicht and the irrwrapper.dll, if you manage to compile it so it works with Au3Irr2 please let us know how you went about doing it.

Some guy's script + some other guy's script = my script!

Posted

Nice :)

Well, I now have what you could call a working example. To test it, you will need the following scripts in the same dir:

HotKey UDF: '?do=embed' frameborder='0' data-embedContent>>

GUIFrame UDF: /'?do=embed' frameborder='0' data-embedContent>>/

(and of course au3Irrlicht2 in ./Bin/ as in your example)

Code:

#include <./Bin/au3Irrlicht2.au3>
#include <HotKey.au3>
#include <GUIFrame.au3>
#include <WinAPI.au3>
#include <Misc.au3>
#include <GuiRichEdit.au3>
#include <GUIConstantsEx.au3>

Global Const $VK_ESCAPE = 0x1B

$Gui = GUICreate("AutoIt Window", 1280, 785, -1, -1, BitOR($WS_CAPTION, $WS_SYSMENU, $WS_MINIMIZEBOX, $WS_MAXIMIZEBOX, $WS_THICKFRAME, $WS_CLIPCHILDREN))
Opt("GUICloseOnESC", 0)
$Button = GUICtrlCreateButton("Close Window", 850, 200, 100, 100)

;create richedit control
_GUICtrlRichEdit_Create($Gui, "Type here", 5,610, 800,100)
;create frame
_GUIFrame_Create($Gui, 0, 200, 5, 850,350,100,100)
; register hotkey
_HotKey_Assign($VK_ESCAPE, "_exit")

;Embed Irrlicht RenderWindow---------------------------------------------------------------------------------------
_IrrStart($IRR_EDT_opengl, 800, 600, $IRR_BITS_PER_PIXEL_32, $IRR_windowed, $IRR_SHADOWS, $IRR_IGNORE_EVENTS, $IRR_VERTICAL_SYNC_Off)
_IrrSetWindowCaption( "IrrLicht Window")
_WinAPI_SetWindowRgn(WinGetHandle("IrrLicht Window", ""), _WinAPI_CreateRectRgn(3, 22, 1024, 768)) ; Cut off IrrLicht Window Border
WinMove("IrrLicht Window", "", -3, -22) ; It wants to be moved before set as child for some reason, not vice versa.
_WinAPI_Setparent(WinGetHandle("IrrLicht Window", ""), $Gui); Set as child for autoit window
WinActivate("AutoIt Window")
GUISetState()
;--------------------------------------------------------------------------------------------------------------------
;add your IrrLicht stuff here.....

WHILE 1

    If _IrrRunning() Then
        ;_IrrBeginScene(128,128,128)
        ;.......and here
        ;_IrrDrawScene()
        ;_IrrEndScene()
    EndIf

    If GUIGetMsg() = $Button Then
        ExitLoop
    EndIf

    Sleep(10)
WEND

Exit

Func _exit()
    _IrrStop()
EndFunc ; _exit

First problem: Crash on _IrrStop()

After testing around, I found out that _IrrStop() does exit the autoit script which is most unfortunate. This makes it completely useless to me.

Now, this killing of the script causes _GUIFrame to go into an endless loop or similar. In my test case, you get a frame control in the gui and you can test this simply by hitting escape. Notice how everything works fine when using the Close Window button. I will avoid this from now on by not stopping Irrlicht. This will kill my script anyway, so I can't stop Irrlicht and continue with anything. Somewhat crappy behaviour but probably not much I can do about that.

Second problem: Eating keystrokes.

Another bad interference. Just type stuff into the rich edit control and you will hopefully see that not all keys make it into the control. E.g. I typed "This is a test" and got "Thisis a tst." outputted.

This will get better when you comment _HotKey_Assign($VK_ESCAPE, "_exit") and do not define the HotKey (thus not get a hook into the key chain). I'm not sure if it's solved entirely afterwards.

What I found out is that this does only occur if I call _IrrRunning() and then nothing else (notice how I commented the scene drawing lines). If you uncomment the scene drawing lines, everything works fine. My mistake for thinking that _IrrRunning() was a simple query function and nothing else. Apparently, there's some kind of evil functionality hidden in there.

The solution for me is clear: Either do not call _IrrRunning or if do so, make sure to also go through a scene routine.

Effectively, both my problems are solved. But here you got something to see what my problems were ;) Good thing though, I got the solutions when trying to compose you a working example!

Posted

I'm getting the same behaviour, but without the hotkey.au3 and guiframe.au3 stuff it all works fine, typing the richedit gives no weird behaviour.

Are you really sure you need those udf's, why not just leave them out and figure out something else ?

Else maybe ask the question in Melba's guiframe thread, maybe he can give an explanation to why it behaves like that.

I've only tested it a little, I'll look at it more later tonight.

Some guy's script + some other guy's script = my script!

Posted

Well, these UDFs are design pillars in my project, I'd rather leave out Irrlicht. But everything works now with the mentioned solution (do not use _IrrStop() unless the window is deleted, do not use _IrrRunning() without rendering a scene). Until of course I run into something else ;)

As for the GUIFrame crash, I rather blame Irrlicht than the frame script. It is true that maybe it shouldn't crash (or go infinite loop) when being roughly shut down but then _IrrStop() shouldn't kill AutoIt without triggering any kind of closing procedure. There could be all kind of unfinished stuff lying around. It's even dumb that you can't close Irrlicht without closing AutoIt.

Posted (edited)

As for compiling irrlicht, I managed to compile it without errors with Codeblocks/g++ but the dll is incompatible with au3irrlicht and the irrwrapper.dll, if you manage to compile it so it works with Au3Irr2 please let us know how you went about doing it.

 

Au3Irr2 is using wraped dll, if you dont have its original Franky Dodd files for compiling don't think it'll work.

Think i have base start of some exposed funcs on compiling dll (this isnt Franky Dodd wrapper dll but stand alone dll with exposed funcs) for irrlicht 1.8 still on my comp together with 2-3 running examples in autoit and small udf for it (exposed 50-60 funcs) (aldo i dont have event handler coz i dont know how to make it inside dll).

If you wanna play (you or anyone else) i can send au3 files and guide for what is needed for recompile dll (if you dont know how to do it yourself) (in this case recompile and needed programs are explained in 3-4 easy steps,  :P), so that you can add (expose) funcs your self l8er on, if you have time to play around that is :P.

Edited by bogQ

TCP server and client - Learning about TCP servers and clients connection
Au3 oIrrlicht - Irrlicht project
Au3impact - Another 3D DLL game engine for autoit. (3impact 3Drad related)



460px-Thief-4-temp-banner.jpg
There are those that believe that the perfect heist lies in the preparation.
Some say that it’s all in the timing, seizing the right opportunity. Others even say it’s the ability to leave no trace behind, be a ghost.

 
Posted

If you wanna play (you or anyone else) i can send au3 files and guide for what is needed for recompile dll (if you dont know how to do it yourself) (in this case recompile and needed programs are explained in 3-4 easy steps,  :P), so that you can add (expose) funcs your self l8er on, if you have time to play around that is :P.

Please, I would be very interested, I read just about everything there is to read about irrlicht, but still stuck with the irr 1.7 that comes with au3irr2 :P

Please zip it up and upload it somewhere so we can download, I would love to have a look at what you made. :)  

Some guy's script + some other guy's script = my script!

  • 5 weeks later...
Posted (edited)

Just found this amazing thread. I downloaded the au3Irrlicht2.0.4 and irrlicht-1.8.1 is that all I need to use it with autoit and my directx 9c objects?

xof 0303txt 0032
//Made 
//
Material Material__1 {
 1.000000;1.000000;1.000000;1.000000;;
 0.000000;
 0.000000;0.000000;0.000000;;
 0.000000;0.000000;0.000000;;

 TextureFilename  {
  "001_F.TGA";
 }
}

Material Material__2 {
 1.000000;1.000000;1.000000;1.000000;;
 0.000000;
 0.000000;0.000000;0.000000;;
 0.000000;0.000000;0.000000;;

 TextureFilename  {
  "001_R.TGA";
 }
}

Material Material__3 {
 1.000000;1.000000;1.000000;1.000000;;
 0.000000;
 0.000000;0.000000;0.000000;;
 0.000000;0.000000;0.000000;;

 TextureFilename  {
  "001_B.TGA";
 }
}

Material Material__4 {
 1.000000;1.000000;1.000000;1.000000;;
 0.000000;
 0.000000;0.000000;0.000000;;
 0.000000;0.000000;0.000000;;

 TextureFilename  {
  "001_L.TGA";
 }
}

Material Material__5 {
 1.000000;1.000000;1.000000;1.000000;;
 1.600000;
 0.000000;0.000000;0.000000;;
 0.000000;0.000000;0.000000;;

 TextureFilename  {
  "001_U.TGA";
 }
}

Material Material__6 {
 1.000000;1.000000;1.000000;1.000000;;
 0.000000;
 0.000000;0.000000;0.000000;;
 0.000000;0.000000;0.000000;;

 TextureFilename  {
  "001_D.TGA";
 }
}

Frame down {


 FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000015,0.000011,0.000009,1.000000;;
 }

 Mesh  {
  6;
  5.000000;-5.000000;4.999998;,
  5.000000;-4.999998;-5.000000;,
  -5.000000;-5.000000;4.999998;,
  -5.000000;-4.999998;-5.000000;,
  -5.000000;-5.000000;4.999998;,
  5.000000;-4.999998;-5.000000;;
  2;
  3;0,1,2;,
  3;3,4,5;;

  MeshNormals  {
   6;
   0.000000;1.000000;0.000000;,
   0.000000;1.000000;0.000000;,
   0.000000;1.000000;0.000000;,
   0.000000;1.000000;0.000000;,
   0.000000;1.000000;0.000000;,
   0.000000;1.000000;0.000000;;
   2;
   3;0,1,2;,
   3;3,4,5;;
  }

  MeshMaterialList  {
   1;
   2;
   0,
   0;
   { Material__6 }
  }

  MeshTextureCoords  {
   6;
   0.999501;0.000499;,
   0.999501;0.999501;,
   0.000500;0.000499;,
   0.000500;0.999501;,
   0.000500;0.000499;,
   0.999501;0.999501;;
  }
 }
}

Frame right {


 FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000015,0.000011,0.000009,1.000000;;
 }

 Mesh  {
  6;
  5.000000;4.999998;5.000000;,
  5.000000;5.000000;-4.999997;,
  5.000000;-5.000000;4.999998;,
  5.000000;-4.999998;-5.000000;,
  5.000000;-5.000000;4.999998;,
  5.000000;5.000000;-4.999997;;
  2;
  3;0,1,2;,
  3;3,4,5;;

  MeshNormals  {
   6;
   -1.000000;0.000000;0.000000;,
   -1.000000;0.000000;0.000000;,
   -1.000000;0.000000;0.000000;,
   -1.000000;0.000000;0.000000;,
   -1.000000;0.000000;0.000000;,
   -1.000000;0.000000;0.000000;;
   2;
   3;0,1,2;,
   3;3,4,5;;
  }

  MeshMaterialList  {
   1;
   2;
   0,
   0;
   { Material__2 }
  }

  MeshTextureCoords  {
   6;
   0.000499;0.000499;,
   0.999501;0.000499;,
   0.000499;0.999501;,
   0.999501;0.999501;,
   0.000499;0.999501;,
   0.999501;0.000499;;
  }
 }
}

Frame front {


 FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000015,0.000011,0.000009,1.000000;;
 }

 Mesh  {
  6;
  5.000000;-4.999998;-5.000000;,
  5.000000;5.000000;-4.999997;,
  -5.000000;-4.999998;-5.000000;,
  -5.000000;5.000000;-4.999997;,
  -5.000000;-4.999998;-5.000000;,
  5.000000;5.000000;-4.999997;;
  2;
  3;0,1,2;,
  3;3,4,5;;

  MeshNormals  {
   6;
   0.000000;-0.000000;1.000000;,
   0.000000;-0.000000;1.000000;,
   0.000000;-0.000000;1.000000;,
   0.000000;-0.000000;1.000000;,
   0.000000;-0.000000;1.000000;,
   0.000000;-0.000000;1.000000;;
   2;
   3;0,1,2;,
   3;3,4,5;;
  }

  MeshMaterialList  {
   1;
   2;
   0,
   0;
   { Material__1 }
  }

  MeshTextureCoords  {
   6;
   0.000500;0.999500;,
   0.000500;0.000500;,
   0.999500;0.999500;,
   0.999500;0.000500;,
   0.999500;0.999500;,
   0.000500;0.000500;;
  }
 }
}

Frame up {


 FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000015,0.000011,0.000009,1.000000;;
 }

 Mesh  {
  6;
  -5.000000;4.999998;5.000000;,
  -5.000000;5.000000;-4.999997;,
  5.000000;4.999998;5.000000;,
  5.000000;5.000000;-4.999997;,
  5.000000;4.999998;5.000000;,
  -5.000000;5.000000;-4.999997;;
  2;
  3;0,1,2;,
  3;3,4,5;;

  MeshNormals  {
   6;
   0.000000;-1.000000;-0.000000;,
   0.000000;-1.000000;-0.000000;,
   0.000000;-1.000000;-0.000000;,
   0.000000;-1.000000;-0.000000;,
   0.000000;-1.000000;-0.000000;,
   0.000000;-1.000000;-0.000000;;
   2;
   3;0,1,2;,
   3;3,4,5;;
  }

  MeshMaterialList  {
   1;
   2;
   0,
   0;
   { Material__5 }
  }

  MeshTextureCoords  {
   6;
   0.000499;0.999500;,
   0.000499;0.000499;,
   0.999501;0.999500;,
   0.999501;0.000499;,
   0.999501;0.999500;,
   0.000499;0.000499;;
  }
 }
}

Frame Left {


 FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000015,0.000011,0.000009,1.000000;;
 }

 Mesh  {
  6;
  -5.000000;-5.000000;4.999998;,
  -5.000000;-4.999998;-5.000000;,
  -5.000000;4.999998;5.000000;,
  -5.000000;5.000000;-4.999997;,
  -5.000000;4.999998;5.000000;,
  -5.000000;-4.999998;-5.000000;;
  2;
  3;0,1,2;,
  3;3,4,5;;

  MeshNormals  {
   6;
   1.000000;0.000000;0.000000;,
   1.000000;0.000000;0.000000;,
   1.000000;0.000000;0.000000;,
   1.000000;0.000000;0.000000;,
   1.000000;0.000000;0.000000;,
   1.000000;0.000000;0.000000;;
   2;
   3;0,1,2;,
   3;3,4,5;;
  }

  MeshMaterialList  {
   1;
   2;
   0,
   0;
   { Material__4 }
  }

  MeshTextureCoords  {
   6;
   0.999501;0.999501;,
   0.000499;0.999501;,
   0.999501;0.000499;,
   0.000499;0.000499;,
  0.999501;0.000499;,
   0.000499;0.999501;;
  }
 }
}

Frame back {


 FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000015,0.000011,0.000009,1.000000;;
 }

 Mesh  {
  6;
  -5.000000;4.999998;5.000000;,
  5.000000;4.999998;5.000000;,
  -5.000000;-5.000000;4.999998;,
  5.000000;-5.000000;4.999998;,
  -5.000000;-5.000000;4.999998;,
  5.000000;4.999998;5.000000;;
  2;
  3;0,1,2;,
  3;3,4,5;;

  MeshNormals  {
   6;
   0.000000;0.000000;-1.000000;,
   0.000000;0.000000;-1.000000;,
   0.000000;0.000000;-1.000000;,
   0.000000;0.000000;-1.000000;,
   0.000000;0.000000;-1.000000;,
   0.000000;0.000000;-1.000000;;
   2;
   3;0,1,2;,
   3;3,4,5;;
  }

  MeshMaterialList  {
   1;
   2;
   0,
   0;
   { Material__3 }
  }

  MeshTextureCoords  {
   6;
   0.000500;0.000500;,
   0.999500;0.000500;,
   0.000500;0.999500;,
   0.999500;0.999500;,
   0.000500;0.999500;,
   0.999500;0.000500;;
  }
 }
}
Edited by meows
Posted (edited)

 support for .x extension

  • Microsoft DirectX (.x, r) (binary & text, skeleton)

you shud need only au3Irrlicht2.0.4. no need for 1.8.1 irrlicht from their site.

edit:

don't know if it can make some problems with format but:

one note about that fill you posted as plain text from searching on google {"0303txt" = to tell the programs it's ascii, not binary }

Edited by bogQ

TCP server and client - Learning about TCP servers and clients connection
Au3 oIrrlicht - Irrlicht project
Au3impact - Another 3D DLL game engine for autoit. (3impact 3Drad related)



460px-Thief-4-temp-banner.jpg
There are those that believe that the perfect heist lies in the preparation.
Some say that it’s all in the timing, seizing the right opportunity. Others even say it’s the ability to leave no trace behind, be a ghost.

 

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