Ottoj55 on 7/1/2011 at 13:41
thats pretty cool, though, i recall having a problem converting blender models in the past.
Elendir on 7/1/2011 at 13:54
I'm amazed how fast information spreads across the Internet. I've planned to open a new thread on Dark Exporter tonight...:D
Well, the plugin is in the preAlpha phase but it's operational. I'd like to emphasize however that I've been coding it for Dromed 1 / Thief 1 / GOLD. I haven't done any tests for use in The Metal Age/Dromed 2.I assume it should work too, though I cannot give you any more info on that field. I wait for your feedback.
Anyway, this is a very fresh piece of software and needs testing. If you encounter any problems using it or you'd like to discuss anything concerning it lets use this thread.
Elendir on 20/1/2011 at 08:08
Hi,
Just released version 0.0.3. There are many changes in this release, but the most important one is the specular shader support. It's still Alpha so it requires lots of tests.
Download link: (
http://sourceforge.net/projects/darkexporter/) http://sourceforge.net/projects/darkexporter/
Description of the current status: (
http://sourceforge.net/apps/wordpress/darkexporter/) http://sourceforge.net/apps/wordpress/darkexporter/
Meanwhile I have a question on the intermediate (.E) file structure in the MATERIALS section. It may look like this:
MATERIALS{
1,"MaterialWDPL",,TMAP "WDPLNK2.GIF",0,TRANSP 0;
2,"Material",,RGB 204,204,206,TRANSP 0;
}
Can anyone tell me what the 0 (zero) means in the line of the MaterialWDPL. I mean the zero right after TMAP "WDPLNK2.GIF". When exporting in Blender this field is always zero, but I saw many examples on this forum where this field is equal 100.
Nameless Voice on 20/1/2011 at 12:17
That would be the Unknown value. No idea what it does, but 3ds2e seems to set it to 100, so at 100 I leave it.
Elendir on 20/1/2011 at 12:50
Quote Posted by Nameless Voice
That would be the Unknown value. No idea what it does, but 3ds2e seems to set it to 100, so at 100 I leave it.
OK.
This value is somehow calculated from the 3DS file. I suppose there's some difference in the structure of the 3DS format generated by Anim8or and Blender.
Since this value doesn't seem to have any influence on the 3D model I will leave it at the default 0.
Thanks!
Telliamed on 23/1/2011 at 21:51
Isn't it illumination? I've got that written down after "transparency" in my notes on object files. There's a flag that controls which values are valid, I think if the E has "0" it just turns off illumination. Not sure if a non-zero value is multiplicative or additive.
Nameless Voice on 23/1/2011 at 23:22
Illum is its own property, though. "illum 100" would be 100% self-illuminated. I have no idea if the 100 after the tmap affects that or not - I never worked out what it did.
Elendir on 24/1/2011 at 08:04
Quote Posted by Nameless Voice
Illum is its own property, though. "illum 100" would be 100% self-illuminated. I have no idea if the 100 after the tmap affects that or not - I never worked out what it did.
Currently I'm implementing transparency. Self-illumination is scheduled for the next version. Once I get to that point I will definitely check whether that 0 or 100 value (or any other) has any visual influence on the self-illuminated materials/textures.