- imported into Scene Editor
- making an appearance in a testing scenario [:)]
P.S. This is a summary of the things learned up to now:
Blender DirectX Exporting
At this time I am using blender for static objects and map creation (only exploring and testing yet) following stridors excellent tutorials (->watch out for the necessary .xml files editing and naming conventions). For mapmaking I do not import a heightmap, but I create a grid mesh in blender and use the blender sculpt tools for terraforming. Beneath you can see the export settings I am using with the blender 2.45 directx exporter
No, don't flip the norms on second thought [;)]
Texturing
Important: Leave one face untextured or the blender model will not load into PCK, allthough viewable with DXViewer. When exporting take care of the length of the texture image names. If they are too long, the will be cut by the export script and you have to edit the name in the .x file (First thing to check, if DXViewer shows no textures)
Animation
If you like to export animations with Blender to DirectX, you have to make sure that every vertex is in exactly one animation vertex group (the vertex groups name matched with the armature bones) otherwise the export is faulty. (Load your exported .x files with the DXViewer.exe tool from the MS DirectX SDK to do a quick check for a correct export.)
