Blender gile[s] exporter

 
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xray
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Joined: 10 May 2006
Posts: 71
Location: Munich

PostPosted: Tue Mar 10, 2009 15:12:39    Post subject: Blender gile[s] exporter Reply with quote

Alot of exporter from blender (AC3D, B3D...) are working to get their meshes into giles, but all these exporters had some disadvantages. So I decided to create an exporter for blender which exports your scene directly to gls format.

Now Im finished to 99 Percent, the last thing I cant get to work is something which was the reason I started to create this exporter. My purpose was to be able to create the lightmap coordinates from blender and not calculated by giles. Its because I have a mesh which gets a texture splatting shader, and for the mask I have a second uv coordinate set which I also want to use for the lightmap...
So my exporter exports the second uv coordinate set to 'GLS_MESH_SURFVERTDATA' -> Lightmap Coords - 2 Floats (U, V) ! I also added the '8' to 'GLS_MESH_SURFVERTFORMAT'. But when I light my scene in giles, everytime giles calculates a new lightmap coordinate set. So Fredborg what do I have to do to prevent giles from recalculating the lightmap uv set ????????

cheers


Last edited by xray on Wed Mar 25, 2009 01:02:07; edited 1 time in total
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xray
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Joined: 10 May 2006
Posts: 71
Location: Munich

PostPosted: Wed Mar 11, 2009 01:25:46    Post subject: Reply with quote

Ok got it... will submit the exporter soon!
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xray
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Joined: 10 May 2006
Posts: 71
Location: Munich

PostPosted: Thu Mar 12, 2009 00:34:43    Post subject: Reply with quote

The exporter is finished. You can download it from my webpage under section 'dev' -> www.solar-ray.org

It is capable of exporting the following blender objects and informations:

mesh's
- name
- pos
- rot
- scale
- normals
- first & second UV coordinate set

light's
- name
- pos
- rot
- scale
- type
- color
- energy
- distance

pivot
- name
- pos
- rot
- scale

material's
- color
- alpha
- emit

texture's
- mipmap
- useAlpha

Meshes should be converted into 'real' triangles before exporting them (edit mode -> CTRL+T)
You can use the second UV texture layer for the lightmap, if you dont want that gile[s] calculate the lightmap uv coordinates.
Only the first 'image' texture of an material will be exportet, and only materials which are assigned to a mesh.
Only objects in active layers will be exported.
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Tiles
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Joined: 30 Jan 2009
Posts: 44

PostPosted: Thu Mar 12, 2009 10:04:04    Post subject: Reply with quote

I'm not this sure, so i better ask. Will this plugin export from Giles to Blender, or will it export from Blender to Giles?
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xray
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Joined: 10 May 2006
Posts: 71
Location: Munich

PostPosted: Thu Mar 12, 2009 12:17:30    Post subject: Reply with quote

Blender to gile[s]
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Tiles
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Posts: 44

PostPosted: Thu Mar 12, 2009 12:49:17    Post subject: Reply with quote

Ah, okay. Thanks Smile
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Dicon
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Joined: 21 Apr 2008
Posts: 34
Location: North Wales

PostPosted: Mon Jun 21, 2010 15:59:57    Post subject: Looking for DEV Reply with quote

I visited your good looking site, but couldn't spot "dev" to download the Blender plug in. Can you please assist me in locating this. Looks like it would sort out a lot of my porting problems.
Thanks

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ddexxters75
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Joined: 19 Jul 2010
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PostPosted: Sat Jul 24, 2010 06:13:46    Post subject: Reply with quote

I'm not this sure, so i better ask. Will this plugin export from Giles to Blender, or will it export from Blender to Giles?
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