Hunters Run 57 Posted March 9, 2021 Nice to see it updated. Just three things. First: Blender 2.80+ makes meshes double-sided by default. So the code to turn the lightsaber blades double-sided is redundant and results in a trace back error when imported. Second: I imported a character model and exported. Some of the tangentspaces read as tangentspace false instead of tangentspace 0. This lead to a mdledit error. Changing all instances of tangentspace false to tangentspace 0 let the model go through and everything worked as intended. Third: Unsure if the next one is a bug or user error, but I had some trouble getting any alpha other than 1.0 to export. 1 Quote Share this post Link to post Share on other sites
seedhartha 116 Posted March 9, 2021 13 minutes ago, Hunters Run said: First: Blender 2.80+ makes meshes double-sided by default. So the code to turn the lightsaber blades double-sided is redundant and results in a trace back error when imported. Second: I imported a character model and exported. Some of the tangentspaces read as tangentspace false instead of tangentspace 0. This lead to a mdledit error. Changing all instances of tangentspace false to tangentspace 0 let the model go through and everything worked as intended. Third: Unsure if the next one is a bug or user error, but I had some trouble getting any alpha other than 1.0 to export. Thanks for the feedback. I've fixed the first two issues you've found. Regarding alpha: where are you expecting it to be set? Currently alpha is written to and read from the Multiply shader node (the second input). 1 Quote Share this post Link to post Share on other sites
Crazy34 67 Posted March 9, 2021 I have a question regarding kotorblender but the model format in general. I have compiled a model with kotorblender and in the face section of a model I found the following line: 138 136 130 1 138 136 130 0 As far as I understand the first 3 entries are the number of vertices which are connected to form a triangluar face. The 4th entry is the smoothing group right? What does the lost entries mean. When I used Kotorblender to export a model the very last entry (0 in aboves example) was changed by Kotorblender from 1 to 0. So could you tell me more what this does? Thanks a lot and stay safe! Quote Share this post Link to post Share on other sites
seedhartha 116 Posted March 9, 2021 38 minutes ago, Crazy34 said: I have a question regarding kotorblender but the model format in general. I have compiled a model with kotorblender and in the face section of a model I found the following line: 138 136 130 1 138 136 130 0 As far as I understand the first 3 entries are the number of vertices which are connected to form a triangluar face. The 4th entry is the smoothing group right? What does the lost entries mean. When I used Kotorblender to export a model the very last entry (0 in aboves example) was changed by Kotorblender from 1 to 0. So could you tell me more what this does? Faces have the following structure: vertex_index1 vertex_index2 vertex_index3 smooth_group uv_index1 uv_index2 uv_index3 material The last value, i.e. the material, does indeed get lost unless the model node is a walkmesh. This is the behaviour of original KotorBlender and I don't think it's necessarily wrong. Exported area models seem to work ok regardless of the lost information. 1 Quote Share this post Link to post Share on other sites
Hunters Run 57 Posted March 9, 2021 13 hours ago, seedhartha said: Thanks for the feedback. I've fixed the first two issues you've found. Regarding alpha: where are you expecting it to be set? Currently alpha is written to and read from the Multiply shader node (the second input). Well, I would set the alpha in the principled bsdf of a texture to 0.3. Then export and check under the texture that I set the alpha. The alpha would still be 1.0. Quote Share this post Link to post Share on other sites
seedhartha 116 Posted March 10, 2021 9 hours ago, Hunters Run said: Well, I would set the alpha in the principled bsdf of a texture to 0.3. Then export and check under the texture that I set the alpha. The alpha would still be 1.0. Alpha is controlled by a separate shader node, which multiplies diffuse texture alpha by model node alpha. You need to change the latter for alpha to be exported - this is by design. 1 Quote Share this post Link to post Share on other sites
Hunters Run 57 Posted March 10, 2021 15 minutes ago, seedhartha said: Alpha is controlled by a separate shader node, which multiplies diffuse texture alpha by model node alpha. You need to change the latter for alpha to be exported - this is by design. Got it, thanks for your help. Quote Share this post Link to post Share on other sites