Tsar Hoikas wrote:Most of what I learn about the Blender Python API comes from quite literally reading the blender source code. Ugh.
Yes, Blender's API is really hard to navigate, and unfortunately it seems like really few people actually write addons for it, so there aren't a lot of informations about it on the internet...
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Hmmm, okay back to topic, I imported a few objects from Alabaster (the sky, and a few water objects). I got swimming working (I can jump in it, even from higher up. And I can swim underwater if I pull some vertices down).
And I can see the water. However the water itself is completely white.
But I narrowed down the issue to the dynamic envmap itself...
- envmap_wrong.png (80.84 KiB) Viewed 3301 times
Wot !
Some SDL, armature and networking typeIDs got mixed up with the envmap itself ! Here is how it should look:
- envmap_correct.png (58.37 KiB) Viewed 3301 times
That's an error with Korman itself, but it's probably trivial to fix. Just need to force the textures subtypes to rgb8888
Also, may I suggest keeping the texture space to None instead of direct ? I don't know the difference, but it seems to be the default in Cyan's PRPs from what I've seen
Another suggestion: waveset don't work correctly without envmaps (once again they will only look white). If the envmap isn't specified it might be a good idea to automatically create one with a high yon setting, so it reflects the sky correctly...
Anyway... I hacked the exported envmap so I could push things a bit further... I managed to get the waveset working, however it reflects the sky way too much compared to the original. I'm not sure why.
- KIimage0013.jpg (110.11 KiB) Viewed 3301 times
Dulcamara, here is my current Blender file. I hope it helps you fix the swim regions. Like I said when exporting the water visual is still buggy and white, so this will have to wait until the issue in Korman is patched.
https://www.dropbox.com/s/rlxsq5rpow0yrtd/alabaster_export.7z?dl=1