by Nadnerb » Sat Jan 12, 2008 8:35 pm
Well, I knew this was coming. Unfortunately Trylon was too busy writing his changes to write a tutorial on how they worked, and generally assumed that everyone knew what they were doing.
After he released the new plugin, I attempted to convert my age, still unimaginatively named "tunnelDemo" to use the new plugin. It is, as of now, still unpresentable. This, however, is a list of changes that I found along the way. I had the advantage of talking to Trylon in IRC to get some of the solutions.
Collision: Now uses the "Bounds" button found just above the text properties list.
Texturing: The "Map Input" options are now read by the plugin. If you've got the default (Orco) selected, that's what it's going to feed to the prp. You need to select "UV" to have it use the UV coordinates for your textures.
Materials: Materials in blender default to double sided. This property is now read by the plugin. The "double sided" button is found in the edit buttons area. Edit: This has since been changed. This now uses the "TwoSide" button in the editing panels only visible in UV edit mode.
Specular Lighting: Now works. Underneath your material color (Col) you'll see the specular color. (Spe) This is the 'shiny color'. If it's white, (the default) your objects will show white highlights.
General Lighting: All surfaces are now affected by all lights by default. If you want to have your surfaces not affected by dynamic light, set the "Shadeless" option in the materials panel.
Camera regions: Camera regions are not parsed the same way. They now require an alcscript as well as the text properties to operate. More on this later.
Footstep regions: These don't use the same argument for the sound anymore. Instead of adding the property [int footstepsound 13] you would use [string surface metalLadder]
Swim surfaces: don't appear to use the actual geometry, but instead exports a square surface. Causes severe problems with areas underneath a swimmable area. [Edit: fixed by setting the Bounds on the swimsurface correctly. (ie static trianglemesh)]
Ladders: Give up now.
Last edited by
Nadnerb on Sat Jan 26, 2008 7:38 pm, edited 1 time in total.