[Blend2cs-user] blendconv & objects

Frank W. Samuelson blend2cs-user@blender.org
Tue, 10 Jun 2003 03:17:25 -0600 (MDT)


The "object" option isn't really implemented yet.
If you want just a particular object, 
you can probably just do a "level" conversion, and then
grab the <meshfact ...> ... </meshfact>  for that object out of the 
created world file, ignoring everything else.
We need to get around to implementing this.

The CVS is relatively stable and we always try to keep it in a
working state, but like any other project,
sometimes we mess up and it doesn't work right.

-Frank


On Mon, 9 Jun 2003, Thomas CLive Richards wrote:

> 
> Hey,
> 
> I'm part of a project to create an MMORPG using Crystalspace. I have a
> reasonably amount of blender knowledge, and I decided to test it out by
> making a few initial crystalspace objects.
> 
> The first was a level, and it converted beautifully; good work! The
> second however was an object, and the following is the output:
> 
> --<snip>--
> thomi@Julie:~/work/once/cvs/art/originals$ blendconv object None
> bigtable.blend bigtable.xml file format is 64 bit little endian
> Parsing Scene 1
> found an Object ...    Object is named OBCube. Adding file to textures
> list: darkwood001.jpg Adding file to textures list: wood001.jpg
> extracted 348 vertices and 676 polygons
> reduced to 348 vertices and 676 polygons
>  Extracted a mesh named MECube
> Segmentation fault
> --<snip>--
> 
> I notice that in the docs it says that object conversion is not yet
> implemented. How recent/accurate are the docs? is this the problem I'm
> having? Would using the CVS version help? How stable is the CVS?
> 
> Any answers you guys can give me would be greatly appreciated.
> 
> Thanks!
> 
> 

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