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Importing Quake files and previewing levels using Irrlicht (Part 3)

Irrlicht Viewer Code Now that we have all the data loaded the next thing we want to do is open up a Irrlicht Viewer and view the scene as it will appear in any game we might make. Firstly there is the RunGameCommand. This is a bit different from the other load command because we want to run the game in its own thread. So to do this we will use Cinema4D thread. In this case we have created a new class called GameThread that is amember of the  RunGameCommand.

Importing Quake files and previewing levels using Irrlicht (Part 2)

The LoadQuake Command Firstly there is the command itself, which is not that much. This just has an execute method and of course it is registered in the main.cpp file. class LoadQuakeCommandData : public CommandData { public:    virtual Bool Execute(BaseDocument* doc); }; Bool RegisterQuakeLoaderCommandData() { //Note that I should really get another ID from the maxon plugin cafe here rather than go + 1   return RegisterCommandPlugin(ID_RUNGAME_CMD+1, "LoadQuake", 0, "", "LoadQuake", gNew LoadQuakeCommandData()); }

Importing Quake files and previewing levels using Irrlicht (Part 1)

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Introduction This tutorial will show you how to use the Irrlicht graphics engine to load quake levels into Cinema4D (including the mesh, materials and textures) and then export that back out again to the Irrlicht graphics engine to preview how your game level will look. You will learn about creating polygon objects, materials and textures in Cinema4D and how to access the data again for exporting.

Creating a renderer using a video post plugin

Introduction In this tutorial we will be setting up the basic framework for rendering images to the viewport in Cinema4D. And to test this we will be creating a VideoPost plugin that will add a new renderer, our renderer, to the list of available renderers in Cinema4D. We will then set the renderer to simply color the entire viewport red. Before we begin make sure you have Visual Studio C++ Express Edition and Cinema4D 11.5 installed. If you do not have these tools setup then I suggest you follow through this tutorial to get your development environment setup .

RakNet and Cinema4D Part 1: Connecting 2 players

Introduction This tutorial will demonstrate how to connect 2 or more copies of Cinema4D together and let each copy of Cinema4D have its own "player" cube object that they can move around in the scene. All other copies of Cinema4D that are also connected will also see the cube moving around the screen. This could be thought of as a very simple Multiplayer room where the each Cinema4D user has a cube as their "avatar" that they can move around the world. This tutorial will use Visual Studio 2008 C++ Express Edition, Cinema4D 11.5 and RakNet for the Game Networking Engine. If you want to know more then just read on...