When i get done with some basics to the smooth lighting, I'll update 1.1 for 1.4.7 and start porting to 1.5 when MCP updates to work with it. I hope there aren't many bugs to fix for Minecraft 1.5 to keep updating, because that means I'll have to update with it.
I plan on writing a blender script to over-step the default OBJ importer script because it took 1900 seconds (~32 minutes) to import the materials for blender. It should not take that long to import, and I'm taking a guess by saying the script being used by blender is checking against all other materials for possible duplicate entries. The script also creates 2 material texture slots as opposed to one texture slot so that is also a problem.
I also plan on exporting multiple OBJ files in respective folders to be loaded by folder location to blender to import a world. What this allows me to do is i could optionally load tile entities, clouds, items, block items, etc etc. and organize & setup.
Im also planning on making a more user-friendly GUI for options.
Well, this is the best I can do for now for Smooth lighting:
Later today when i get my rest I will venture into the world of splitting faces for geometric transparency!
I've almost got the converted texture grouping code done for smooth lighting option.
Here's an example of how the images will be grouped:
(Notice the 18x18 pixels instead of 16x16 per-tile. It still reserves the 16x16 in the middle of the 18x18 pixels, however the outer-layer is also the same as the edge of the 16x16. This is done to prevent UV bleeding from UV algorithms present in not only Blender, but other programs who have UV error.
I plan on writing a blender script to over-step the default OBJ importer script because it took 1900 seconds (~32 minutes) to import the materials for blender. It should not take that long to import, and I'm taking a guess by saying the script being used by blender is checking against all other materials for possible duplicate entries. The script also creates 2 material texture slots as opposed to one texture slot so that is also a problem.
I also plan on exporting multiple OBJ files in respective folders to be loaded by folder location to blender to import a world. What this allows me to do is i could optionally load tile entities, clouds, items, block items, etc etc. and organize & setup.
Im also planning on making a more user-friendly GUI for options.
Later today when i get my rest I will venture into the world of splitting faces for geometric transparency!
Here's an example of how the images will be grouped:
(Notice the 18x18 pixels instead of 16x16 per-tile. It still reserves the 16x16 in the middle of the 18x18 pixels, however the outer-layer is also the same as the edge of the 16x16. This is done to prevent UV bleeding from UV algorithms present in not only Blender, but other programs who have UV error.
My plans are to use whatever AO generates now, Upgrade, and release a 1.2.
Things are almost up-and-running for 1.5.1. I still need to work on a couple more things though.