er...
Hi Smile
Im new around here but I have been using Blender for a few years now. I just wanted to point out that Blender DOES support smooth groups. Just select the faces you want smoothed in edit mode and press the Smooth button. In the .obj file the groups will be separated with "s 0" or s 1".
ehm...solid or smooth. That is not smooth groups. Smooth groups, or normals hard-edges (vertex normals) must allow to set a hard edge or an smooth group, even inside a whole "smooth" chunk of faces. The workaround in blender is which I did mention: hit P, or some othe rmethod to actually break the mesh. As mesh is broken, smoothing is broken there.
This is not a pro way to do in games. You pick Wings, Maya, Max, XSI, (I did in all them, but is general well known facts ) and you can do real hard edges/smooth groups. Is a long, long petition from game ppl in blender forums, but imho, we may have it soon.
Often, exporting in a format for games, is essential to not break the mesh. Indeed, some of the game format exporters of blender can have issues with weights stuff if doing so.
Anyway, i can live with the workaround, but wont say it's wonderful

No way.
Being a beginner, I have only yet experimented with .obj's in Irrlicht, all exported from Blender.
hmm...blender has a large number of formats to export...usually all carries to using an older blender version, as often plugins werent updated, etc.
I have exported already from blender in:
md5(great!), ase(several probs or unsupported features), md2(quite good), md3(some probs, fixed with trial and error with script settings) , x (yeah, ha sits problems. But can be used perfectly with some pains), b3d(way to go), obj(no probs till date, tho sometimes I use other plugins, depends on needs), dxf(too poor, just used for some hi res mesh), vrml, vrml2(for when trying to provide a full all way round game editing system...), 3ds(is not a format of my likings anyway), oct (yeah, murphy rocks) , and more which cant remember now.
...each fro different needs I were having, tho my main use of blender is experimental/curiousity of game worker that likes to play around with free tools for a change when arrives home...
I have found that if the MTL file and images are in the same folder as the .obj, you do not even have to tell Irrlicht to load the texture, it
That is cause actually, the mtl's purpose is set the material settings: specularity, shininess, ambient color, base color, etc, etc, is all specified there... *and* ...the actual bitmap names for each channel. Ie alpha texture, diffuse channel texture, bumb texture...The thing is, like with all formats I handled for all 3d tools... how much supported in the whole set of features of a format -like OBJ, x, etc- by: a) the 3d package. b) the exporter that exports the file from there c) the loader used by the engine d) the engine itself. e) sometimes, if target platform or 3d card, is actually limitting using certain features. Etc.
So, as the route is...just the name of texture...that's why you saw it was taking it...because...as I read you...seems now irrlicht is taking in account the mtl file, which is explendid.
In my talks you would see I am just an artist. usually involved in game tools, and in game projects. Just not in any of irrlicht, other that some helping with some art tool/pipeline.
So i dont know ever which is the updated irrlict state.
does it automatically. Just carefully examine your exporting in options in Blender for the best results.
There's also as improtant how you deal with the mesh before.
Indeed:
@
binford
hey. It seems...you need to do this for the too dark prob:
-Do select the base faces of hemisphere [the ones that are just in contact with the tank body) .This you can do selecting the object, hitting tab.then hitting ctrl+tab, choose "faces" . with ctrl+click, go selecting those below faces (I should have maybe tell u first to hide the tank body to do this, but the post would be too long, and surely u know how to do that(fast way: F7, in object buttons, set display the other object as "bounds" )] , then hit P. This way you break the mesh exactly by the base circle contour.(and there are very fast ways to select that base, dont go one by one if is hi res!(use B and drag, then invert selection))
As you are breaking there the mesh, it wont produce the extra darkening. This works so in any opengl/dx viewer, engine, viewport that I happened to know at least...But am no irrlicht coder.
And of course, extra wrecking can come on how you treat it in export, converts, and loader/engine.
I am very much enjoying the engine and ecpecially the community here Smile
You are welcome
