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Re: export complete levels from blender
[Re: ventilator]
#273501
06/23/09 09:01
06/23/09 09:01
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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the second uv set is in!, woot!. hey, since you seem to know the most out of everyone i know about blender, is there a way to get two seperate uv sets to work on a material, I want to be able to see my lightmaps in the viewport, but even with glsl on, i cant get seperate uvs on the textures.
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Re: export complete levels from blender
[Re: lostclimate]
#273505
06/23/09 09:13
06/23/09 09:13
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Joined: May 2002
Posts: 7,441
ventilator
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OP
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Joined: May 2002
Posts: 7,441
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yes, i think you just have to enter the proper uv-set in the "map input" panel of the material's textures. when i tried to display lightmaps in blender's viewports a while ago my problem was that i couldn't achieve a modulate2x like gamestudio uses for lightmaps. blender's multiply blending mode is the equivalent of direct3d's modulate. but i am no expert about blender's material system. i find it quite confusing. it's the area where i agree with all the blender gui criticism.
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Re: export complete levels from blender
[Re: lostclimate]
#273511
06/23/09 09:34
06/23/09 09:34
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Expert
Joined: Oct 2005
Posts: 4,771
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ok, new question, since before as far as flags go you said only 1-8 and polygon were set up, so what do i do for passable objects?
edit: also im not sure how im going to get animated ents in the level now either....
Last edited by lostclimate; 06/23/09 09:44.
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Re: export complete levels from blender
[Re: lostclimate]
#273516
06/23/09 09:47
06/23/09 09:47
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Joined: May 2002
Posts: 7,441
ventilator
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you have to add support for it in this function:
def customproperties(o):
f1=f2=f3=f4=f5=f6=f7=f8 = 0
polygon = 1
s1=s2=s3=s4=s5=s6=s7=s8=s9=s10=s11=s12=s13=s14=s15=s16=s17=s18=s19=s20 = 0
action = "ndef"
material = "ndef"
substitute = None
for p in o.getAllProperties():
if p.getType() == "BOOL":
if p.getName() == "flag1": f1 = p.getData()
if p.getName() == "flag2": f2 = p.getData()
if p.getName() == "flag3": f3 = p.getData()
if p.getName() == "flag4": f4 = p.getData()
if p.getName() == "flag5": f5 = p.getData()
if p.getName() == "flag6": f6 = p.getData()
if p.getName() == "flag7": f7 = p.getData()
if p.getName() == "flag8": f8 = p.getData()
if p.getName() == "polygon": polygon = p.getData()
if p.getType() == "FLOAT":
if p.getName() == "skill1": s1 = p.getData()
if p.getName() == "skill2": s2 = p.getData()
if p.getName() == "skill3": s3 = p.getData()
if p.getName() == "skill4": s4 = p.getData()
if p.getName() == "skill5": s5 = p.getData()
if p.getName() == "skill6": s6 = p.getData()
if p.getName() == "skill7": s7 = p.getData()
if p.getName() == "skill8": s8 = p.getData()
if p.getName() == "skill9": s9 = p.getData()
if p.getName() == "skill10": s10 = p.getData()
if p.getName() == "skill11": s11 = p.getData()
if p.getName() == "skill12": s12 = p.getData()
if p.getName() == "skill13": s13 = p.getData()
if p.getName() == "skill14": s14 = p.getData()
if p.getName() == "skill15": s15 = p.getData()
if p.getName() == "skill16": s16 = p.getData()
if p.getName() == "skill17": s17 = p.getData()
if p.getName() == "skill18": s18 = p.getData()
if p.getName() == "skill19": s19 = p.getData()
if p.getName() == "skill20": s20 = p.getData()
if p.getType() == "STRING":
if p.getName() == "action": action = p.getData()
if p.getName() == "material": material = p.getData()
if p.getName() == "substitute": substitute = p.getData()
skills = (s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13,s14,s15,s16,s17,s18,s19,s20)
flags = (0,0,0,0,0,polygon,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,f1,f2,f3,f4,f5,f6,f7,f8)
return action, skills, flags, material, substitute
it's easy. the only problem is figuring out which of the zeros in flags = (...) is the passable flag and i don't have time for that now. you have to save some simple test $$m from wed.
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