Difference between revisions of "Updating Ages"

(Drawable (Graphics) Changes)
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== Drawable (Graphics) Changes ==
 
== Drawable (Graphics) Changes ==
The plugin now reads the "Map Input" settings. This means that the texture coordinates applied to the mesh will be the same as the ones that would be applied by the blender raytracer. In order to make your uv mapped materials compatible, you must set the UV button for each texture layer of your material that uses a uvmapped image texture. (the only exception is environment maps)
+
* The plugin now reads the "Map Input" settings. This means that the texture coordinates applied to the mesh will be the same as the ones that would be applied by the blender raytracer. In order to make your uv mapped materials compatible, you must set the UV button for each texture layer of your material that uses a uvmapped image texture. (the only exception is environment maps)
  
The plugin now automatically assigns all lights in a scene to each object in the scene, meaning that all your objects will be dynamically lit by plasma. In order to stop all lights from affecting an object you must set the "Shadeless" button in the material panel of the material settings.
+
* The plugin now automatically assigns all lights in a scene to each object in the scene, meaning that all your objects will be dynamically lit by plasma. In order to stop all lights from affecting an object you must set the "Shadeless" button in the material panel of the material settings.
  
The plugin now reads the specular color of the material. This defaults to white on new blender materials, meaning your objects will probably appear excessively shiny if they are dynamically lit. You can change the specular color by selecting "Spe" and changing the color sliders.  
+
* The plugin now reads the specular color of the material. This defaults to white on new blender materials, meaning your objects will probably appear excessively shiny if they are dynamically lit. You can change the specular color by selecting "Spe" and changing the color sliders.  
  
It is also worth noting that the plugin has always read the "Amb" slider in the "shaders" panel of the material settings. If you are using vertex colors, this should be set to 1. (it defaults to .5)
+
* It is also worth noting that the plugin has always read the "Amb" slider in the "shaders" panel of the material settings. If you are using vertex colors, this should be set to 1. (it defaults to .5)
  
The plugin now reads the "Double sided" button in the Mesh settings. This is on by default, which will make all your materials double sided. Note that while the setting is in the mesh options in blender, it is tied to a material in blender, so if any of your objects share materials (you can check by pressing shift-L and selecting Material, which will select all objects using the same blender material as the currently selected object) you will need to make sure this mesh setting is the same for all of them.
+
* The plugin now reads the "Double sided" button in the Mesh settings. This is on by default, which will make all your materials double sided. Note that while the setting is in the mesh options in blender, it is tied to a material in blender, so if any of your objects share materials (you can check by pressing shift-L and selecting Material, which will select all objects using the same blender material as the currently selected object) you will need to make sure this mesh setting is the same for all of them.

Revision as of 19:51, 13 January 2008

The new plugin release significantly changes many of the age building conventions and properties used in older versions to the point that older ages exported with the new plugin may simply fail to operate properly.

I will list the changes most likely to break existing ages, and detail how to update them for use with the new plugin.

Drawable (Graphics) Changes

  • The plugin now reads the "Map Input" settings. This means that the texture coordinates applied to the mesh will be the same as the ones that would be applied by the blender raytracer. In order to make your uv mapped materials compatible, you must set the UV button for each texture layer of your material that uses a uvmapped image texture. (the only exception is environment maps)
  • The plugin now automatically assigns all lights in a scene to each object in the scene, meaning that all your objects will be dynamically lit by plasma. In order to stop all lights from affecting an object you must set the "Shadeless" button in the material panel of the material settings.
  • The plugin now reads the specular color of the material. This defaults to white on new blender materials, meaning your objects will probably appear excessively shiny if they are dynamically lit. You can change the specular color by selecting "Spe" and changing the color sliders.
  • It is also worth noting that the plugin has always read the "Amb" slider in the "shaders" panel of the material settings. If you are using vertex colors, this should be set to 1. (it defaults to .5)
  • The plugin now reads the "Double sided" button in the Mesh settings. This is on by default, which will make all your materials double sided. Note that while the setting is in the mesh options in blender, it is tied to a material in blender, so if any of your objects share materials (you can check by pressing shift-L and selecting Material, which will select all objects using the same blender material as the currently selected object) you will need to make sure this mesh setting is the same for all of them.