irrb 0.4 (Blender Exporter)
actually this lightning problem only applies when using the fixed render pipeline. or vertex light calculation in your shaders.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Great, bitplane!
I had almost forgotten of your nice explanations!
I guess the conversion is done then when exporting from blender to irrb, no matter how our model is created.
Yet I find it awkward that blender is not capable of calculating the UV pack if the model is triangulated
Thanks a lot.
regards,
Alvaro
I had almost forgotten of your nice explanations!
I guess the conversion is done then when exporting from blender to irrb, no matter how our model is created.
Yet I find it awkward that blender is not capable of calculating the UV pack if the model is triangulated
Thanks a lot.
regards,
Alvaro
Re: texture transition
Glad to see you got it working. Regarding your concern about only baking a single texture - A single mesh may be assigned up to 16 procedural materials (see Multiple Materials). This means you can effectively UV map, bake, and export up to 16 textures per mesh. And after all of that is done, you can optionally separate sections of the mesh (split into multiple meshes) to aid in frustum culling.gandolfix wrote:To small worlds it ok. But... if I create UV texture with bake, I create only 1 texture, then if I have a big world, I cant use only 1 texture...
That's all magic done by Blender, irrb just exports the resulting texture.afecelis wrote:I didn't know texture blending was possible! Irrb surprises me by the minute!
As bitplane suggested, irrb automatically converts quads to tris when necessary. When I converted your mesh to tris in Blender (CTRL-T), it automatically updated the UV map. However, when I tried to redo the UV Unwrap, I had to kill Blender after 10+ minutes of waiting. Must be a bug in Blender.afecelis wrote:quads & tris
I thought so.However, when I tried to redo the UV Unwrap, I had to kill Blender after 10+ minutes of waiting. Must be a bug in Blender.
I also tried to export the following scene (b3d version):
And got the following error message:
It seems similar to the polycount limit in the 3ds format. Is there such a limitation in irrb?
regards,
Alvaro
Yes, currently irrb imposes the 64k vertex per mesh buffer limit. I guess I could update irrb to programmatically split the buffer and issue a warning, but I'm not sure this is the best solution.
Please have a look at this old thread and let me know what you think: 32 bit indicies patch for the 1.2v...
Please have a look at this old thread and let me know what you think: 32 bit indicies patch for the 1.2v...
scene
Hello!!
This is my first scene using this very nice tool irrb.
It's for a Bocce game.
This is my first scene using this very nice tool irrb.
It's for a Bocce game.
Hi i receive an error when i simply try to change the path of the relative base. I select the field, and even if don't change the path when i leave the field (for example if I click on Scene Directoy) I receive an error "Python script error, check console. Here is what is written on the console:
Traceback (most recent call last):
File "C:\Documents and Settings\User\Documenti\Librerie\blender-2.48a-windows\
.blender\scripts\irrbmodules\iGUI.py", line 569, in buttonEvent
tempDir = checkDirectory(bBaseDir.val)
File "C:\Documents and Settings\User\Documenti\Librerie\blender-2.48a-windows\
.blender\scripts\irrbmodules\iGUI.py", line 492, in checkDirectory
os.makedirs(tempDir)
File "C:\Documents and Settings\User\Documenti\Librerie\blender-2.48a-windows\
python25.zip\os.py", line 166, in makedirs
WindowsError: [Error 183] Impossibile creare un file, se il file esiste gi: 'C:\
\Documents and Settings\\User\\'
"Impossibile creare un file, se il file esiste già" means "unable to create file because file already exists"...
Can you help me?
Thanks
Traceback (most recent call last):
File "C:\Documents and Settings\User\Documenti\Librerie\blender-2.48a-windows\
.blender\scripts\irrbmodules\iGUI.py", line 569, in buttonEvent
tempDir = checkDirectory(bBaseDir.val)
File "C:\Documents and Settings\User\Documenti\Librerie\blender-2.48a-windows\
.blender\scripts\irrbmodules\iGUI.py", line 492, in checkDirectory
os.makedirs(tempDir)
File "C:\Documents and Settings\User\Documenti\Librerie\blender-2.48a-windows\
python25.zip\os.py", line 166, in makedirs
WindowsError: [Error 183] Impossibile creare un file, se il file esiste gi: 'C:\
\Documents and Settings\\User\\'
"Impossibile creare un file, se il file esiste già" means "unable to create file because file already exists"...
Can you help me?
Thanks
Hello Tranen, replace your existing "iGUI.py" located in (C:\Documents and Settings\User\Documenti\Librerie\blender-2.48a-windows\.blender\scripts\irrbmodules\) with this one:
http://tubras.googlecode.com/svn/tags/irrb-0.3/trunk/tools/irrb/irrbmodules/iGUI.py
Let me know if you still have problems.
http://tubras.googlecode.com/svn/tags/irrb-0.3/trunk/tools/irrb/irrbmodules/iGUI.py
Let me know if you still have problems.
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Import?
Can I import .irr scenes into irrb? I have one that I want to lightmap made in Irredit.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar