A project to build a Blender exporter in Python to enable content creation for Trainz computer simulator.
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- the exporter no longer chrashes if your mesh have directionless faces(probably extrusion mistakes); you can now advise the script to ignore, to mark or to correct such problems - due to code optimisation this version is a bit faster than the previous ones - the scaling factor now will be changeable within the option dialog; Don't get confused by Blenders rounding behaviour, if you don't touch the edit box the default scaling factor will be applied. IF you enter the edit box you MUST fill in the exact scaling value, else you don't get the scaling you want. To check what really happened the exporter print out the applied scaling factor. - the fault which made it impossible to export material opacities different from 0 or 1 is fixed
- the exporter no longer chrashes if your mesh have directionless faces(probably extrusion mistakes); you can now advise the script to ignore, to mark or to correct such problems - due to code optimisation this version is a bit faster than the previous ones - the scaling factor now will be changeable within the option dialog; Don't get confused by Blenders rounding behaviour, if you don't touch the edit box the default scaling factor will be applied. IF you enter the edit box you MUST fill in the exact scaling value, else you don't get the scaling you want. To check what really happened the exporter print out the applied scaling factor. - the fault which made it impossible to export material opacities different from 0 or 1 is fixed
- add "flipGreen" to texture data to be conform with the new XML format (starting with TMI version 080925); as this is not needed by Blender this parameter is hardcoded to "false" - the limitation to one material per object is history; from now on the exporter supports the full spectrum of Blender possibilities(up to 16 mesh or object based materials) - textures of type "None" no longer throw an exception, the are handeled like empty texture slots(try to export the default scene and you know what I mean ;) - undecorated materials will be exported again with an exporter-choosen decoration(based on the used textures); decorated names are compared with the exporters choice and result in a message if the decorations are different, the script will NOT change any given decoration - it's possible now to scale during export, the default scaling factor is 0.3048 (foot to meter); if you need another one take a look at script options section and adjust parameter SCALING_FACTOR - people who generally want to scale the result might find it usefull to change the switch DEFAULT_SCALING in script option section from 0 to 1
- add "flipGreen" to texture data to be conform with the new XML format (starting with TMI version 080925); as this is not needed by Blender this parameter is hardcoded to "false" - the limitation to one material per object is history; from now on the exporter supports the full spectrum of Blender possibilities(up to 16 mesh or object based materials) - textures of type "None" no longer throw an exception, the are handeled like empty texture slots(try to export the default scene and you know what I mean ;) - undecorated materials will be exported again with an exporter-choosen decoration(based on the used textures); decorated names are compared with the exporters choice and result in a message if the decorations are different, the script will NOT change any given decoration - it's possible now to scale during export, the default scaling factor is 0.3048 (foot to meter); if you need another one take a look at script options section and adjust parameter SCALING_FACTOR - people who generally want to scale the result might find it usefull to change the switch DEFAULT_SCALING in script option section from 0 to 1
- required Blender version change from 2.45 to 2.46; there is no special reason to do this but as I only test the script under Blender 2.46 from now on it's a necessary step to avoid surprises - the exporter warn you if you use names with characters beside the Auran recommendation - the event types are CCG-conform again (you can use again "Sound_Event" and don't need to use "Sound")
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