Blender + Irrlicht

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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Majicman897
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Blender + Irrlicht

Post by Majicman897 »

The problem we are facing now is how to import TEXTURED blender files into irrlicht. It seems whenever i do so as a .x file. (which I also have the textures in the correct folder) the object still turns out grey.
hybrid
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Post by hybrid »

What does the output on the console say? Are the textures loaded? Did they export to the file at all (search the .x file for the file name). It should basically work.
Majicman897
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Post by Majicman897 »

they are all loaded, but i do not see the name of the texture in the .x file.

In blender, i just load an image on the object by going to shading, then texture, then load image. Is there something else i have to do to make it work?
hybrid
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Post by hybrid »

Imeant the textures to beloaded. But if they are not part of the mesh they are either not loaded at all, or you load them manually without having proper texture coords. I think you have to merge the materials with the mesh before exporting. But I don't create meshes :wink:
ct-informatik
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Post by ct-informatik »

I think the problem is how you apply the textures. With "load image" it won't work because all modeltypes expect UV textures (also "x"-files). Look at this: http://download.blender.org/documentati ... pping.html
noreg
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Post by noreg »

Which X-exporter are you using? I would like to recreate your problem.
Majicman897
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Post by Majicman897 »

Hello, and thanks for the info!

I am using the .x exporter that came with blender 2.24

Its too bad we cant use the load image way, there are many things it would be easier for such as a roof or so.

also, is there any way to tile the texture in blender like you would if you used the load image way?
ct-informatik
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Post by ct-informatik »

Hmm... yes, this would be much better and easier :) The only way I see at the moment is some python-scripting...

Maybe to make a 'snapshot' of each face after rendering and mapping this to an UV image.

Problems I see in this solution:

- The script must render a frame for EVERY face in the model. I.e. a cube -> 6 frames (or 12 if using triangles).
- The model (or the camera) has to be rotated after each frame to point direct on the face in orthogonal mode for next render (to avoid image distortion).
- No shadows, no lights.
- Resolution of the image for each face should be the same.

Any other ideas... ?

But my solution should work if someone can do the code for blender, or?

Greetings ct
ct-informatik
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Post by ct-informatik »

ct-informatik
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Post by ct-informatik »

I tested the new Blender beta an this function is very interesting. You can bake any texture (even procedural textures) on UV maps! *Great*

Only 'problem': You have to unwrap UV coordinates 'manually' with the known tools.

Greetings ct
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