Paradox wrote:Blender doesn't use any of the Plasma Python stuff.
All of the materials are handled by Blender, and then exported to the PRP format. The only Python involved if the exporter for Blender, which doesn't use Plasma's API in any way.
Uhm, ah, I guess I should get it out of the way, that I have been well aware of most of the stuff that you all have just explained, all along, with the exception that I would have believed the Plasma scripting interface to be more extensive. I am flabbergasted that you have managed to reverse engineer the PRP format, to the point you can build your own files from the ground up and can only imagine the number of hours of flipping bits and seeing what happens, it has taken. I'd assume much of the format encapsules 3ds geometry data unchanged and that you have had some knowledge about that, to give you some sort of starting point.
Now, the problem, as stated, was that you had not decided where a modeller should enter texture animation-effect parameters, within the Blender interface (..where the exporter may then find them), since it does not really provide any obvious place for such, right? My initial reaction was: don't bother - set them at runtime, through plasma scripting. Ok, that doesn't work, too bad.
The thing I was wondering was whether materials are actually entities in their own right, in the PRP format, so that you can have several objects, all pointing to one shared material, or whether complete material data is written with every mesh. If it were the latter, I'd guess you'd simply come up with new property strings that one might attach to an object on the Blender Logic panel, so I am assuming the former.
So what would be the most logical place to put them? I suggested a text file (or several, but a single one should be simpler), listing all the materials, with banks of anim parameters for all their textures (and these banks, I hope, are selectable with Python, while Plasma is running, or is it all tied to greater animation stuff?).
I guess one could still attach them as properties to an object that happens to use the material in question and have the exporter scan every object for these properties as it works, but that could get messy, maybe.
This is all assuming that Plasma
has simple moving offset texture animation and such, in the first place - maybe the meshes or UV maps are actually animated - what do I know? :7
Ok, I'm way past getting tedious - I'll try to shut up, promise. :7