Issues:
- 1. Room objects and room size
Since rooms can have different sizes, the models has to be placed differently according to the size and orientation of the room.
For the forge, as I have no idea how to split meshes in blender, I ended up exporting the stove, anvil and the trough(if that's what it's called) in one mesh. A small forge room may not have space for the full model, or at least it might have to be cramped a bit. I think in the old DK, not sure abouot DK2, objects would appear if the room was 3x3 or larger. What I want to say with this is that meshes in the blender model should be split logically, so that it is easy to export them to separate meshes. - 2. Export settings
Exporter:
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485
I am not sure about all of the settings here.
Material settings are not very important. The material files that blender exports has a lot of crap in them, so they have to be edited anyhow.- Only animated bones - does this only export animated parts? Should probably leave this unticked
- swap axis - I think this should be at xyz.
- Export scene, force lights, force camera - We are not exporting .scene files, so this is irrelevant. Just leave export scene unticked
- Export meshes - should be ticked, otherwise we won't get any meshes out
- armature/shape animation - I suppose these are only used for animated models, though I don't know what they mean
- Optimise * - should probably be ticked
- Convert lma - not sure what this is, conversion of the texture to a different format? Don't think it's needed anyhow.
- DDS mips - We are not using DDS textures, so ignore this one
- Trim weights - not sure what this does either
- LOD stuff - https://secure.wikimedia.org/wikipedia/en/wiki/Level_of_detail. I think this could be used, but I am not sure about the paramaters. I think ogre does some of this automatically, I don't know if the models have to have lod information or not for ogre to use this.
- Extremity points - no idea
- Tangents - should be ticked
- Tangent parity - I think this has to do with UV mapping, so leave this at the default
- Tangent split * - not sure about this
- Reorganise buffers, optimise animations - should probably leave this as default
- 3. Normal maps
I don't know where this is specified in blender, but we need to describe what settings should be used so the normal maps are correct.