GameTools - Use with Blender
Revision as of 21:04, 23 October 2007 by SteveBaker (New page: The gameTools suite includes a PLB exporter for blender - but there are some limitations and some tricks to be aware of to get the best out of it...)
- Currently Armature deformation lacks implementation, but is on the to do list.
- Many high level material features
- Particles (only a limitation from Blender's standpoint)
- MetaBalls and other meta objects
- Cameras and Lamps (better to leave out of the scene to make appending easier)
- PLIB does not know how to cope with multiple textures.
- Blender Textures are not viable materials, so when selecting a texture, you must select "Image".
Tricks & Lessons Learned
- When adding a mesh, or anything (after hitting the space bar) make sure to do it in the "window pane" that is pointing in the direction you want;
- When rotating or moving ANYTHING, do it in edit mode;
- All polygons with texture(s) must be UV mapped;
- ALL polygons and meshes must have materials. UV mapped textured materials MUST have the UV projection mode on in the Map Input;
- Texture map names refer to material.xml file entries:
- UV mapping should be snapped to pixels;
- Textures with transparency should be left alone in terms of indicating the "Use Alpha" option, and none of the "Map To" options should be used;
- Vehicles, animals, people and anything else where direction matters are modelled facing down the positive Y axis with Z being 'up'.
- Texture maps must be an exact power-of-two in size along each axis (eg 64x64, 512x256 or 128x32 - but not 423x142).
|Wikiid Pages relating to gameTools (edit)|
|gameTools - Main page|
|gameTools - Support Tools :|
|gameTools - File Formats :|
| gameTools - Source Code :
|Wikiid Pages relating to Lemur of Lima (edit)|
|Lemur of Lima - Main page|
|Lemur of Lima - Controls|
|Lemur of Lima - Levels :|
|Lemur of Lima - Java Plugins :|
|Lemur of Lima - Source Code Documentation :|