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Changes between Version 8 and Version 9 of content/tools/BlenderExport


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Timestamp:
Sep 18, 2008, 1:00:26 PM (16 years ago)
Author:
FelixSchulthess
Comment:

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  • content/tools/BlenderExport

    v8 v9  
    2727
    2828The name of the two mesh files will be the one you picked in the material window (see picture). The .mesh.xml file is a XML file containing the data of your object. Because you checked "OgreXML Converter", the XML file was directly converted to the binary mesh file, which we need to load the model into the game.
    29 
    30 [[OutdatedPage]]
    31 
    32 == obj Files ==
    33  1. Delete all unused Materials
    34  1. Load the correct texture files for your meshes into blender (jpg or png)
    35  1. Select all objects you want to export. Don't forget the mountpoints of your spaceship!
    36  1. Export the the Blender scene as an Object file (File -> Export -> Wavefront (obj))
    37 
    38 Now you should have two new files: a *.obj and a *.mtl file. The OBJ file contains all you meshes and texture coordinates. The MTL file contains all material (texture) related data. These files can be edited with any good text editor.
    39 
    40  * Wavefront OBJ File Format Summary: http://www.fileformat.info/format/wavefrontobj/
    41  * Alias/WaveFront Material File Format: http://www.fileformat.info/format/material/
    42 
    43 === Problems ===
    44  * If your model is transparent in the engine (but shouldn't) you have to flatten you texture file in GIMP before exporting as png or jpg. That deletes the alpha channel, which is not needed anyway.