by Sirius » Mon Nov 21, 2016 12:37 am
Korman won't import PRPs - I'm not sure if this feature is planned to be added, but for now we should stick to PyPRP on Blender 2.49.
PyPRP won't import the logic, and will fail importing some materials (along with creating a few UV errors). But importing the visuals 1:1 into Blender is simply impossible - both engines are simply too different to work together. And that's without taking exporting into account.
As for editing PRP files, it's doable. But the best solution always depends on what you're looking to do.
If you want to heavily change visuals, import the PRP in Blender, make your edits, and try re-exporting. You'll have a hard time getting everything to work like it used to, though.
If you only want to add new objects, create an entirely new PRP. You can load a Python script in it to disable older objects (like colliders or doors preventing access to your new area), and replace them with your own version (say, disable a wall in the standard PRP and replace it with the same wall but with a hole in it for a door). That's often a preferable solution, and the one used by the Offline-KI.
If you only want to edit the logic but don't want to add visuals, then hacking the PRPs directly may be the better solution ("may", because redistributing a modified PRP is harder).
Although it seems to me TheJasper's question was more oriented towards putting these meshes into another engine - which is YET another matter, with its own set of complications, restrictions, etc.
Actually, it would help to know exactly what you're trying to do, TheJasper.