Ogre and Blender problem

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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Mantle
Gnoblar
Posts: 9
Joined: Tue Mar 08, 2005 6:19 am

Ogre and Blender problem

Post by Mantle »

This past week I've been experimenting with the Python exporter for Blender.
On the whole (for static objects) it seems to work well but from what I can
figure out, the UVmap settings aren't stored for when you return to Blender
on restart. Also (and my greatest headache) I'm not sure if it is a Blender
problem, an engine problem, or a python problem, but am having serious
concerns about the ability in making 2-sided transparent textures (ie,
glass, leaves). I've developed a workaround but keeps crashing my system.
Know anything about this?
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Harlequin
Kobold
Posts: 35
Joined: Thu Oct 16, 2003 9:29 pm
Location: Germany
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Post by Harlequin »

I never had any problems with blender and the blender exporter script, no missing UVs so far.

To create two-sided transparent faces you can either duplicate the faces and flip their normals or use a material like this:

Code: Select all

material twosided
{
  technique
  {
    pass
    {
      // This disables the culling of the back of the face
      cull_hardware none
      cull_software none
      // Alpha-Stuff
      scene_blend alpha_blend 
      depth_write off

      texture_unit
      {
        texture tex.png
      }
    }
  }
}
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reimpell
OGRE Contributor
OGRE Contributor
Posts: 570
Joined: Mon Mar 01, 2004 10:35 am
Location: Hamburg, Germany

Re: Ogre and Blender problem

Post by reimpell »

Mantle wrote:but am having serious
concerns about the ability in making 2-sided transparent textures (ie,
glass, leaves).
Use Blender's "Two-Sided" face options in the UV Face Select mode together with latest CVS export script.
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