
see the ogre.log
18:08:30: Parsing scripts for resource group General
18:08:30: Parsing script Castle.material
18:08:30: Parsing script WareHouse.material
18:08:30: Parsing script waterworld.material
18:08:30: Parsing scripts for resource group General
18:08:30: Parsing script Castle.material
18:08:30: Parsing script WareHouse.material
18:08:30: Parsing script waterworld.material
I do it for the robot.THCM wrote: It would be even nicer, if we could load .material file for each entity.
to<submesh material="Examples/Robot" usesharedvertices="false" use32bitindexes="false" operationtype="triangle_list">
3 - then create a file with wordpad robot.material<submesh material="Robot/Texture" usesharedvertices="false" use32bitindexes="false" operationtype="triangle_list">
Code: Select all
material Robot/Texture
{
technique
{
pass
{
texture_unit
{
texture r2skin.jpg
colour_op replace
filtering trilinear
}
}
}
}
Code: Select all
Parse3DScripts()
LoadMesh (0, "Robot.mesh")
CreateEntity (0, MeshID(0), 0)
Code: Select all
material Examples/Robot
{
technique
{
pass
{
texture_unit
{
texture r2skin.jpg
colour_op replace
filtering trilinear
}
}
}
}
Thats why i asked this:Thalius wrote:Btw. one thing i noticed in your examples .. did you include / calculate the Lightmaps for those Scenes ? . if so they dont show here =)
because the samples look flat and not lit properly here too.2. If so, Does the created models & levels, etc retain all lighting correctly from DeleD?
I dont made the levels, they were with (in) the DeleD Lite.Kale wrote:1. The test levels you made, were they created using DeleD?
I dont know , i just use Ogre Mesh Exporter for a quick try.I dont try light.2. If so, Does the created models & levels, etc retain all lighting correctly from DeleD?
Yes , Mesh and material files were created by DeleD.3. Can you edit OGRE materials within DeleD and export them correctly?
It work with the examples , i think the best is you give a try by yourself4. Does the program seem stable and have rock solid OGRE .mesh output?
No , i dont calculate the lightmaps , lightmap dont work with DeleD lite , you need version Pro.With DeleD Lite you can use Light point only , and i dont use it , i just made a quick test .Thalius wrote:Btw. one thing i noticed in your examples .. did you include / calculate the Lightmaps for those Scenes ? . if so they dont show here =)
Wow , i must give a tryThalius wrote:managed to get lightmaps to work with DeleD lite.
Even just one type of it.
No, i use my own collision detection.J. Baker wrote:Comtois - Are you adding collision with the new beta commands? If so, could you post the source?