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Re: export complete levels from blender
[Re: ventilator]
#257202
03/21/09 12:44
03/21/09 12:44
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Okay, no problem! I wasn't aware that the exporter already exports two uv-sets. That is absolutely sufficient to me at the moment, because I don't use any collision anyway!
I wasn't aware that I can download your tutorials that you made with wink, too. I just downloaded the available parts of your tutorial. They are very helpful. Just found out that you gave some advices in the exporting part that I absolutely missed, although I already exported a lot of models from blender to 3DGS.
Any chance to get the other parts of it? Maybe, someone else could host them? Or, are they available at one of the blender forums?
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Re: export complete levels from blender
[Re: Pappenheimer]
#257764
03/25/09 12:22
03/25/09 12:22
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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i found a much faster way to generate the list of uvs. currently i do this in a very stupid way for python like: uvs = []
...
if uv not in uvs:
uvs.append(uv) and later when i write out the triangles i look up the uv indices like that: this scales very badly with objects that have ten thousands of vertices. if done with a set and dictionary like that:
uvs = set()
...
uvs.add(uv) and: # convert set to dictionary with indices
uvs = dict([(k, v) for v, k in enumerate(uvs)])
# index loopup
uvs[uv] an object with ten thousands of vertices takes the blink of an eye instead of minutes. :p probably i will upload a new corrected version soon. still didn't have time for the wmb version though.
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