irrb 0.4 (Blender Exporter)
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- Posts: 15
- Joined: Wed Jan 09, 2008 3:43 pm
- Location: Brazil
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spock - If you're thinking of using it as a part of another Blender script, then you may want to look at the Exporter class in "iExporter.py". As far as I can remember it's functionality is isolated from the irrb GUI. I'm not opposed to tweaking the script in order to supply what you may be looking for.
dlangdev - A while back I was thinking Blenders "Multires" feature might be nice for LOD meshes. I need to research subsurf modifiers vs. Multires.
master_zion - No, not yet. Started it and then got off on a couple of tangents... The current plan is to finish my Irrlicht related one-offs, update the irrb wiki docs for Blender 2.48a, and then focus on animation.
dlangdev - A while back I was thinking Blenders "Multires" feature might be nice for LOD meshes. I need to research subsurf modifiers vs. Multires.
master_zion - No, not yet. Started it and then got off on a couple of tangents... The current plan is to finish my Irrlicht related one-offs, update the irrb wiki docs for Blender 2.48a, and then focus on animation.
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- Posts: 170
- Joined: Sun Jul 01, 2007 11:41 pm
- Location: Manchester, UK
Thanks SwitchCase.
I have an inkling dlangdev. But let's still keep it under the radar until 2.50 is released.
I have an inkling dlangdev. But let's still keep it under the radar until 2.50 is released.
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hey there irrlicht community, after i've tried this blender script i was amazed what blender + irrlicht can do, also it seems more powerfull than any irreditor.
searching for some terrain generator scripts for blender i came across : blenderearth0.8 and ant landscape both verry powerfull, i'm using blenderearth0.8 since it can randomly generate vegetation.
now, a little workaround with this vegetation thing, blenderearth08 has a script called Arbres2.blend, if you open the file you'll see 10 different trees, you can modify them as you like, or make a custom script to add your home made trees or grass or whatever you like, after you finish all the terrain modelling thing, you can export the scene with irrb, and import it in your game, i must say i was impressed, smooth terrain and with vegetation on it
now second thing usefull for indies, blender has so called Discombobulator script, with it you can create vast cities it is a little pain in the ass until you manage to learn how it works, but after that you can make awesome maps for irrlicht
and third thing, there is a script that can make cities also, but a little easier to use, it is called city block generator, i also used it with success in irrlicht, and it looks awesome
i'll upload the scripts as soon as possible so you can have what you need to create your own game level, easy and with no major headake
now some screenshots with a city getto
http://img521.imageshack.us/my.php?imag ... 651fs8.jpg
and in irrlicht (without textures)
http://img266.imageshack.us/my.php?imag ... 657oz2.jpg
searching for some terrain generator scripts for blender i came across : blenderearth0.8 and ant landscape both verry powerfull, i'm using blenderearth0.8 since it can randomly generate vegetation.
now, a little workaround with this vegetation thing, blenderearth08 has a script called Arbres2.blend, if you open the file you'll see 10 different trees, you can modify them as you like, or make a custom script to add your home made trees or grass or whatever you like, after you finish all the terrain modelling thing, you can export the scene with irrb, and import it in your game, i must say i was impressed, smooth terrain and with vegetation on it
now second thing usefull for indies, blender has so called Discombobulator script, with it you can create vast cities it is a little pain in the ass until you manage to learn how it works, but after that you can make awesome maps for irrlicht
and third thing, there is a script that can make cities also, but a little easier to use, it is called city block generator, i also used it with success in irrlicht, and it looks awesome
i'll upload the scripts as soon as possible so you can have what you need to create your own game level, easy and with no major headake
now some screenshots with a city getto
http://img521.imageshack.us/my.php?imag ... 651fs8.jpg
and in irrlicht (without textures)
http://img266.imageshack.us/my.php?imag ... 657oz2.jpg
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ok, so i've finished modifying blenderearth to add some rocks and some bushes, and made a nice little map using trees/bushes/rocks from WoW, then modified a little the code of irrb to set the texture flag to 'trans_alphach_ref' and to set the BackfaceCulling to False.
and all the scene opened in irrEdit looks like this:
http://img233.imageshack.us/my.php?imag ... rthgo9.jpg
and:
http://img233.imageshack.us/my.php?imag ... th2kt9.jpg
hope irrb will evolve, cuz it is a nice thing to have around irrlicht and blender
and all the scene opened in irrEdit looks like this:
http://img233.imageshack.us/my.php?imag ... rthgo9.jpg
and:
http://img233.imageshack.us/my.php?imag ... th2kt9.jpg
hope irrb will evolve, cuz it is a nice thing to have around irrlicht and blender
Re: reply
Nice. You've pretty busy working on that level map.
By the way, thanks for mentioning the method for turning off backface culling in irredit. I have no idea that can be done, though.
By the way, thanks for mentioning the method for turning off backface culling in irredit. I have no idea that can be done, though.
m3ltd0wn wrote:ok, so i've finished modifying blenderearth to add some rocks and some bushes, and made a nice little map using trees/bushes/rocks from WoW, then modified a little the code of irrb to set the texture flag to 'trans_alphach_ref' and to set the BackfaceCulling to False.
and all the scene opened in irrEdit looks like this:
http://img233.imageshack.us/my.php?imag ... rthgo9.jpg
and:
http://img233.imageshack.us/my.php?imag ... th2kt9.jpg
hope irrb will evolve, cuz it is a nice thing to have around irrlicht and blender
reply
it can be done, it has a checkbox let me post you a screen shot:
http://img404.imageshack.us/my.php?imag ... ditor0.jpg
since i have more than 300 meshes on that map, setting manually the backfaceculling was a time consumming work, so i've edited the irrb scripts in such way that backfaceculling is disabled by default..
http://img404.imageshack.us/my.php?imag ... ditor0.jpg
since i have more than 300 meshes on that map, setting manually the backfaceculling was a time consumming work, so i've edited the irrb scripts in such way that backfaceculling is disabled by default..
Re: reply
fyi - you shouldn't need to modify the irrb code to accomplish the above. Instead, give one of the Blender UV layers a name that matches the Irrlicht material type you want. In your case simply name it "trans_alphach_ref". You can find more information about setting up Irrlicht materials in Blender under Irrlicht Material Generation. Another example that sets up a transparent material can also be found here: Transparent Materialm3ltd0wn wrote:... then modified a little the code of irrb to set the texture flag to 'trans_alphach_ref' and to set the BackfaceCulling to False...
You may also turn off Backface Culling by mesh or face by selecting "Double Sided" for a mesh, or "Twoside" in the face options panel. Additional information is also located in the first link given above.
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thanx for the advice pc0de, but my terrain is automatically generated, then as i told you some posts above, i have more than 300 meshes on my terrain imagine modifying one by one, materials and such it is a time killing operation, so i've changed a little the irrb script so that default settings for the meshes are backfaceculling set to false
10x again, i'll use your advice though
@dlangdev: the doodads from the map are exported models form world of warcraft, i'm trying to remake a battleground scene from WoW, with irrAI and newton , i want it to be played on lan and with bots some kind of instant action
10x again, i'll use your advice though
@dlangdev: the doodads from the map are exported models form world of warcraft, i'm trying to remake a battleground scene from WoW, with irrAI and newton , i want it to be played on lan and with bots some kind of instant action