by DreamBliss » Fri May 03, 2013 1:09 am
Yeah I had some time to look into this. Also looked at the source code. I think I know what's going on in there, if I looked at it more and went through it I think I would understand most of it. But my level of expertise is not quite high enough yet.
Looked at Blender, saw the new interface, same controls, will look into custom, logical Windows controls. I can't be the only one frustrated with them.\
Looks like what is needed is a program that can take some sort of easily translatable file from a modeling program in a common format, like .obj, .ase or .x, allow you to build all the parts needed for a complete mesh/world export, stuff that into the correct .prp extension and then hand it off to an importer like Drizzle. In fact it may even be a good idea to make a plugin/extension for Drizzle to handle exported materials and package them up for MOUL.
Over the next few months I will investigate, see what I want to do. Sounds like it would just be easier for me to use Max 7. But making the export/import process easier and less painful would draw in a lot of life to the game. The easier to do the better. This was one of the issues I ran into with Sandbox, based off the Cube 2 engine. Too hard and complicated to import meshes.
Be a good first step to building a proper editor for Uru so folks could construct their own ages with meshes they have made in Max, Blender, Maya, Wings 3D or any of the other programs they use. In fact asset import for export to MOUL could be build right in to the program, so you can just go to File/Export and BAM! You're done.
All a bit beyond my current skill level. But not for long!
If the spark does not desire the tinder there is no flame.