Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: William] #749340 - Mon Apr 30 2007 02:04 PM Edit post Edit Reply to this post Reply Reply to this post Quote Quick Reply Quick Reply
it means that the python tool won't be needed anymore.
i already have a mesh generation algorithm which works in c now. unfortunately it's brute force and quite slow (~15 seconds for a 20000 polygon mesh) but i don't think it's a big problem since the result can be saved. doing an optimized version in c would be too much work. in python there are data structures which make it easy to make a much faster version even with python being an interpreted language but using an external tool is a bit cumbersome. i think it's nicer to have everything in the plugin.
there will be 3 dll functions:
Code:
dllfunction ent_exportmesh(entity, filename); dllfunction ent_importmesh(entity, filename); dllfunction ent_loadseconduvset(entity1, entity2); // this part got done by the python tool previously
Code:
// example 1
// load model with texture uv-set e1 = ent_create("landscape.mdl", nullvector, 0); e1.material = mtl_lightmap;
// load model with light map uv-set e2 = ent_create("landscape_lm.mdl", nullvector, 0);
// generate and assign a new mesh with both uv-sets ent_loadseconduvset(e1, e2); ent_remove(e2);
// save mesh with both uv-sets for faster reuse ent_exportmesh(e1, "landscape_lm.mesh");
What would the work flow be for a model already placed in WED, with an action assigned to it? Would it be like this(considering all your lighting meshes have been properly merged)?
Is ent_importmesh basically just like ent_morph? Instead, just changing the existing mesh with the 2uvset one?
P.S - I like the idea of not using python, by doing everything in the plugin, it will indeed be much faster. Ability to save the merged mesh is also very good!