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3 Commits
Author | SHA1 | Date | |
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b56fa79a19 | ||
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47fa855b78 | ||
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2010dd21b2 |
@@ -1,7 +1,7 @@
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bl_info = {
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'name': 'SWBF .msh export',
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'author': 'SleepKiller',
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"version": (0, 2, 0),
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"version": (0, 2, 1),
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'blender': (2, 80, 0),
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'location': 'File > Import-Export',
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'description': 'Export as SWBF .msh file',
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@@ -23,8 +23,8 @@ def min_vec(l: Vector, r: Vector) -> Vector:
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def pack_color(color) -> int:
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packed = 0
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packed |= (int(color[0] * 255.0 + 0.5) << 8)
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packed |= (int(color[1] * 255.0 + 0.5) << 16)
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packed |= (int(color[0] * 255.0 + 0.5) << 16)
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packed |= (int(color[1] * 255.0 + 0.5) << 8)
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packed |= (int(color[2] * 255.0 + 0.5))
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packed |= (int(color[3] * 255.0 + 0.5) << 24)
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@@ -536,9 +536,7 @@ Keep all named objects in the .msh file as hardpoints.
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#### -keepmaterial
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- Usage Example: `-keepmaterial override_texture`
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By default material names are not saved in .model files. And meshes referencing differently named materials but with identical names may be merged together to boost performance.
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By specifying "-keepmaterial" for a material modelmunge is instructed to keep the name of a material around and to not merge meshes using the material with others that aren't.
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Prevents the named object being marged with other objects by modelmunge and gives the object's .model material the same name as the object.
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This is used with the "OverrideTexture", "OverrideTexture2" and "WheelTexture" .odf properties.
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