s0lidnuts
03-10-2007 20:42:29
o_O I can't find it for use.
mWorld->???
NxOgreWorld.h -> lines 224 to 236
...
// Serialiser* mSerialiser;
...
betajaen
03-10-2007 21:30:01
Disabled at the moment. The current interface is a little icky, and I don't like having the PhysX Nxustream2 in NxOgre's source.
It'll be back in 1.0 though.
s0lidnuts
03-10-2007 21:31:52
=(
Is there any importer/exporter out there, or the only way is coding my own ?
betajaen
03-10-2007 21:59:57
Nope, and coding your own insanely hard. Probably the time you've finished one, 1.0 is out.
s0lidnuts
03-10-2007 22:13:52
Yeah.. but the export don't have TriangleMesh type (is it a wrong concept?).
And.. what will I do until there? =P
s0lidnuts
03-10-2007 22:24:47
That PhysX for 3dsMax crap =X
I guess I just need some way out for this problem on physics =)
Then I'll start recoding all my "game project", because the code is crap.
(Everytime I get to programming again, it seems my mind improves on some way, and the older codes just look like.. ugly?)
betajaen
03-10-2007 22:45:18
What about the PhysXExporter for Max? Do you want it to just export the entire scene, or just a physics model. Because you don't need it for the latter. NxOgre will use Ogre meshes for Triangle Meshes.
I get the same feeling, I cringe when I look at NxOgre 0.6.
s0lidnuts
03-10-2007 22:55:45
I mean..
The PhysX Exporter for 3dsMax doesn't have the TriangleShape type. So, all I can do is convex. There is the "AgreggateHull" object wich I can attach as proxy on the object, but even like that, some of the model wasn't 'mapped' correctly.
Screenshot: look the house =X
PS.: Yup.. the modeling is crap ^^ just for testing.
betajaen
03-10-2007 23:13:30
You can save it as an Ogre Mesh, then load that Ogre mesh in as a TriangleMesh.
s0lidnuts
03-10-2007 23:26:43
Yes, but I would start doing the import almost manually right ?
I even did a small parser, and typed the XML lines manually, just like this:
<Body name = "House" type = "Static" shape = "Mesh" mesh = "House.mesh"/>
But that's not really pratical.
betajaen
03-10-2007 23:36:41
Yes at the moment, the House would have to be positioned manually in code or some custom loader.
s0lidnuts
03-10-2007 23:57:53
The solution I found is 'ripping' the Newton Max Exporter and making it a "PhysX Max Exporter".. =P I sent the author a PM asking for authorization, I hope I get it ;D
Then when everything is working I'll post the scripts here.