[Blend2cs-user] UV-texturing bug on trapezoids and thingmesh
support
Matze Braun
blend2cs-user@blender.org
Wed, 17 Sep 2003 14:03:41 +0200 (CEST)
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On Tue, 16 Sep 2003, Martin Henne wrote:
> Hi all,
>
> texturing issue:
> ...
>
> thingmesh issue:
>
> Matze said in the CS-Mailinglist, that blend2cs does
> support thingmeshes. How can I make a single thingmesh
> xml-file of a blend-file without modifying a world- or library-file
> by hand?
>
> By now, I usually create levels and cut/copy the thingmeshes
> out of them in single files. With a few manual modifications I
> get a single xml-file that can be loaded using
> iLoader::LoadMeshObject("filename.thing"); .
>
Sorry for ignoring this issue the first time (just keep nagging sometime
I'll answer all the questions :)
Well IMO library support is enough for achieving the same effects. With a
library you work like this:
if (!loader->LoadLibraryFile(filename))
// errrohandling
//after loading all the stuff
engine->Prepare();
csRef<iMeshFactoryWrapper> factory = ("meshname");
meshwrapper = engine->CreateMeshWrapper(factory, "mymesh"
/*, eventually sector, pos*/);
I think that supporting single thingmeshes in blend2cs doesn't make too
much sense, since you can't define textures in these files. Also a .blend
file typically contains several objects. Anyway to make you fully happy I
just hacked a perl script to extract the meshobjects from a mapfile. (see
attachement)
Greetings,
Matze
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