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Re: export complete levels from blender
[Re: Nowherebrain]
#278547
07/14/09 12:29
07/14/09 12:29
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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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switching from python 2.x to 3.x shouldn't be a big deal. the biggest difference of 3.x is that all strings are unicode and for binary data there is a new separate type "bytes". this could require some small changes in my code. ...but blender 2.5 will have a totally new api. from what i have seen so far i would say that i will have to rewrite about 50% of the exporters because of that. i will think about hmp...
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Re: export complete levels from blender
[Re: Nowherebrain]
#293783
10/13/09 19:33
10/13/09 19:33
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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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hey vent, i realize this isnt really 100% related to this thread because its more about the model exporter itself, but is there a way to export the texture list connected to the material connected to the object? also is there a way to determine what that particular texture affects on the material, the reason I ask is then I can add normal and spec maps to models and have them export directly to 3dgs the way they look in blender. (so lets say in blender I am in glsl mode, I add a normal and spec map, and have them selected, when it gets exported the script determines that the normal button is selected, it adds a normal map script, if i have spec map selected too it adds a spec map/ normal map shader). Im not asking you to do this, you've alredy done a tremendous job especially for free. but I wondered if you thought it'd be possible since I am contemplating learning a little python to be able to do it myself.
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