Not sure if this is the right place to post this as part of my question is dealing with PyPRP 2.0, but the topic is also dealing with MOUL/CWE engines. If need be, Mods please by all means move this.
As per this post over on the MOUL forums, http://mystonline.com/forums/viewtopic. ... 3&start=19
, Age Creators in the community may wish to start converting over their Uru:CC/Alcugs Ages to the MOUL/CWE format.
For Max users, this is a piece of cake of course, as they simply need to use their directly exported Age files instead of converting them with Drizzle as the plugin for Max is for MOUL:a format anyways.
For the Blender users on the other hand, especially PyPRP 1.6.x people, this could be problematic. Exporting from Blender via FBX format solves getting any Age from Blender to Max, and now with OS, you all have provided later versions of Max with a compatible plugin.
Unfortunately, some people will still be without Max, and even those who do have it, will have to take what they have exported from Blender, and wire it all up again.
I was wondering if PyPRP 2.0 will have a MOUL format export option? And if so, how far along is it? Last post I could find on here says it is still in Beta.
While it looked to me (again, just my perception) that PyPRP 1.6.x for Blender 2.49b and earlier was being "put to rest" and development on PyPRP 2.0 for the next gen of Blender was being concentrated on, has anyone given any thought of possibly making one last update to PyPRP 1.6.x that would at least allow for a MOUL/CWE format export option?
Yah, I know, there's like only 3 or 4 of you, and the work of 40 needing to be done. But I thought it would not hurt to ask, as being able to export directly from Blender to the MOUL/CWE format would be much easier for people than trying to convert it over in other ways. That way people with Ages they have finished with Blender 2.49b and earlier, would be able to simply export again with the new format, and have their Ages ready for MOUL/CWE type shards.
Just thought I would ask, as after doing any tutorials on this subject will more than likely be my last contribution to the Uru community, as I'm moving on to other SDK's, especially Valve's SDK for Team Fortress 2.