Monthly Archives: August 2012

The First Indoor Level

Now the exporter supports nearly all the things required to create an indoor level for the engine. After several days of work and a helping artistic hand from Endre Barath (etyekfilm.hu), we have created the first explorable level in the engine. There is no much to say, aside from that it was a large amount of work from me to make things work. It was mostly debugging and optimization but some new features were also added like color grading, tangent/bitangent generation at loading time,  and multi-material support per model.

Of course, the job is not finished yet, so many things should be fixed, but there is a short video showing the results.

Advertisements

A Blender Exporter is in Progress

Currently, I am working on an exporter for Blender that greatly speeds up content creation process for the engine. It is not complete yet, but I thought that it worth a post.  It supports meshes, instances, materials, textures, point and spotlights.

The exporter saves all meshes in obj format (ugly, I know, but works). It creates Merlin3D scene files with all mesh and light instances. Moreover, it generates effects files automatically, configuring the call of an appropriate GLSL shader and configures the parameters for it. Some of these parameters are the textures taken from texture slots in Blender materials. The exporter supports diffuse, normal, specular and glow maps at this time, but support for further texture types can be easily added. There are also shader parameters coming from material texture settings like specular and glow coefficient, and things like that.

The script extracts several light parameters, such as color, energy, radius (or distance in Blender terminology) spotlight angle or falloff type.

There are a lot of things missing, but the results achieved now are promising… 🙂

Finally, let’s see some screenshots.