Hi,
Varivar {l Wrote}:Thanks for your help. I solved the alpha problem (alpha="Y" did the trick)
Ha auria - so much for me not being an exprert in computer graphics

(though I admit you are usually right

).
and the animation problem, both work fine now.
Good news. So far I have only done simple test cases - to know that a real example works as expected is really great - thanks!
For some strange reason the export script swaps the y and z-axis of the object. Not a big deal, just a bit annoying.
That's done on purpose. Unfortunately bullet and irrlicht use a different orientation for their coordinate system, so we have to switch axes. I would have to check the details, but it _should_ work out of the box, i.e. without the need to change anything in the created files. If that is not the case, then something is wrong

...
I have a new problem (hopefully the last) I don't manage to export nitro containers. I use "type:nitro-small" for them, but theydon't show up in the game. It adds references to the "scene.xml" file however.
Gee, indeed - the names in the track exporter (nitro-small) and in stk (small-nitro) do not match. I've fixed the exporter, r4503 in svn, or from wiki (refresh!).
And a question: will there be support for some sort of lightmapping in the future? The mines track could really benefit of this.I believe Irrlicht can handle this.
I had a quick look. irrlicht supports different materials for lightmapping, and I just quote their docu here:
- {l Code}: {l Select All Code}
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. */
EMT_LIGHTMAP,
//! Material type with lightmap technique like EMT_LIGHTMAP.
/** But lightmap and diffuse texture are added instead of modulated. */
EMT_LIGHTMAP_ADD,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplied by 2
for brightening. Like known in DirectX as D3DTOP_MODULATE2X. */
EMT_LIGHTMAP_M2,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplyied by 4
for brightening. Like known in DirectX as D3DTOP_MODULATE4X. */
EMT_LIGHTMAP_M4,
//! Like EMT_LIGHTMAP, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING,
//! Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M2,
//! Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M4,
Which one do you need (if possible the one offering the best performance of course

) - if you need to test several, let me know which ones. We have then to see if the b3d exporter exports two textures correctly, if they are loaded as expected, and then how to handle this in irrlicht (I'd guess that we need a new 'lightmap=Y' setting for materials.xml for the main texture). If you could create a test case including the lightmap, and send me/post here the .blend file with the textures, I can have a look at this.
Cheers,
Joerg