[Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler

Hi,

So, I've got structures I've modelled in Blender that look nice.  However,
once they're in FlightGear, they don't look so nice.  plib doesn't read
.blend files, of course, so I use Blender's AC3D export to create .ac
files that plib can read.  I take a look at how the object looks in
FlightGear, I tweak material settings in Blender, I export . . .and I
notice *no difference* in how it looks in FlightGear.  As near as I can
tell, AC3D export doesn't honor material shading parameters.  For example,
tweaking the diffuse/specular reflectivity parameters produces no change
whatsoever to the .ac file exported, even though the .blend file does
change.

Even worse, once textures are assigned, the texture files don't get
exported either.  There they are in the Blender renderer, but there's
no texture lines showing up anywhere in the .ac file after export.

Is there something I'm stupidly missing here?

Thanks,

-c

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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread David Megginson
Chris Metzler wrote:
For example,
tweaking the diffuse/specular reflectivity parameters produces no change
whatsoever to the .ac file exported, even though the .blend file does
change.
Correct. Currently, the AC3D export scripts in blender do not export 
specular, and emissive parameters, and they probably do not handle diffuse 
either -- you have to add those back in by hand in the AC3D file.

Even worse, once textures are assigned, the texture files don't get
exported either.  There they are in the Blender renderer, but there's
no texture lines showing up anywhere in the .ac file after export.
When I add textures with the Blender UV editor, they show up fine.  I 
haven't tried using projected textures.

All the best,
David
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson [EMAIL PROTECTED] wrote:
 Chris Metzler wrote:
 
 For example,
 tweaking the diffuse/specular reflectivity parameters produces no
 change whatsoever to the .ac file exported, even though the .blend
 file does change.
 
 Correct. Currently, the AC3D export scripts in blender do not export 
 specular, and emissive parameters, and they probably do not handle
 diffuse either -- you have to add those back in by hand in the AC3D
 file.

Ugh.


 Even worse, once textures are assigned, the texture files don't get
 exported either.  There they are in the Blender renderer, but there's
 no texture lines showing up anywhere in the .ac file after export.
 
 When I add textures with the Blender UV editor, they show up fine.  I 
 haven't tried using projected textures.

Well, in this case, I wasn't using UV mapping, but rather assigning
materials to faces and then textures to materials, because it was
straightforward to the task at hand.  But I guess I'll UV map it.

Thanks much,

-c

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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Boris Koenig
Chris Metzler wrote:
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson [EMAIL PROTECTED] wrote:
Correct. Currently, the AC3D export scripts in blender do not export 
specular, and emissive parameters, and they probably do not handle
diffuse either -- you have to add those back in by hand in the AC3D
file.
Ugh.
Indeed, that doesn't sound like fun to do ... but Blender does have a
pretty active community, and if I remember correctly things like
file exporting/converting are done using a subset of Python as
scripting language, hence one might be lucky mentioning these
requirements within the Blender community, possible one could
find someone who knows how to easily add the necessary options to
the relevant Python scripts.
Otherwise, you could also attach the native blender file and
the exported AC3D file to your next posting, possibly one could
automatize the task by writing some small shell script, but I really
don't know how feasible that would be, also with regards to the
original Blender file format :-/
But if the Blender people could really add the necessary functionality,
Blender might have the potential to replace AC3D for most tasks, which
wouldn't be that bad, because Blender doesn't cost money ;-)

Boris
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Frederic Bouvier
David Megginson wrote:

 Chris Metzler wrote:
 
  For example,
  tweaking the diffuse/specular reflectivity parameters produces no change
  whatsoever to the .ac file exported, even though the .blend file does
  change.
 
 Correct. Currently, the AC3D export scripts in blender do not export 
 specular, and emissive parameters, and they probably do not handle diffuse 
 either -- you have to add those back in by hand in the AC3D file.

That's not totally true. You can change one parameter at the begining of
the export script ( for version 2.28 that work also for newer version ).
In http://members.aon.at/mfranz/ac3d_export.py , you have these two lines :

MIRCOL_AS_AMB = 0   # export Mirror Color rgb triplet as ambient color?
MIRCOL_AS_EMIS = 0  # export Mirror Color rgb triplet as emissive color?

I usually set MIRCOL_AS_EMIS=1 so that I can set the emissive color directly
in Blender by adjusting the Mir (ror ?) color.
The shininess is hard coded in this version to 72. The normal color is the 
diffuse color.
 
  Even worse, once textures are assigned, the texture files don't get
  exported either. There they are in the Blender renderer, but there's
  no texture lines showing up anywhere in the .ac file after export.
 
 When I add textures with the Blender UV editor, they show up fine. I 
 haven't tried using projected textures.

No problem with texture references. I only use the UV editor.

-Fred


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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Josh Babcock
Boris Koenig wrote:
Chris Metzler wrote:
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson [EMAIL PROTECTED] wrote:
Correct. Currently, the AC3D export scripts in blender do not export 
specular, and emissive parameters, and they probably do not handle
diffuse either -- you have to add those back in by hand in the AC3D
file.

Ugh.

Indeed, that doesn't sound like fun to do ... but Blender does have a
pretty active community, and if I remember correctly things like
file exporting/converting are done using a subset of Python as
scripting language, hence one might be lucky mentioning these
requirements within the Blender community, possible one could
find someone who knows how to easily add the necessary options to
the relevant Python scripts.

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Chris,
have you seen some of my post processing scripts for ac3d export?  I run one on 
pretty much every model that I made to play around with KADW.  The bo105 has a 
makefile that does a lot of similar stuff too.

Josh
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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler
On Wed, 21 Jul 2004 12:00:23 -0400
Josh Babcock [EMAIL PROTECTED] wrote:
Boris Koenig wrote:
 Chris Metzler wrote:
 On Wed, 21 Jul 2004 10:18:25 -0400
 David Megginson [EMAIL PROTECTED] wrote:

 Correct. Currently, the AC3D export scripts in blender do not export
 specular, and emissive parameters, and they probably do not handle
 diffuse either -- you have to add those back in by hand in the AC3D
 file.

 Ugh.
 
 Indeed, that doesn't sound like fun to do ... but Blender does have a
 pretty active community, and if I remember correctly things like
 file exporting/converting are done using a subset of Python as
 scripting language, hence one might be lucky mentioning these
 requirements within the Blender community, possible one could
 find someone who knows how to easily add the necessary options to
 the relevant Python scripts.

 Chris,
 have you seen some of my post processing scripts for ac3d export?  I run
 one on pretty much every model that I made to play around with KADW. 

D'oh!  As soon as you said that, I went oh yeah, *tweak* and went and
looked.  Good catch.  Thanks.

-c

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Chris Metzler   [EMAIL PROTECTED]
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