Today I have been working on getting models exported in the Ogre format, modeling new models, and using the Ogitor scene editor.
I deleted the desk that I had modeled in 3D world studio and made a new version in Blender. The exclamation mark, the desk, and the electrical outlet were all modeled in Blender, while the room was modeled in 3D World Studio.
I exported the room as a .B3D, imported it into DeleD lite, and then exported it from DeleD lite as an Ogre mesh.
Also note how the desk has the top face a bit messed up (I will correct this later in Blender).
So the results of using Ogitor 0.4.0 beta are that I can finally export this scene to a .scene file which is here:
"1.0"
"1.0" sceneManager="OctreeSceneManager">
"FileSystem" name="../../materials">
"FileSystem" name="../../textures">
"FileSystem" name="../../models">
"1" far="1000">
"0.5" g="0.5" b="0.5" a="1">
"exclaim#0" id="185308400">
"7.88343" y="0.680359" z="-37.976">
"0" qy="0" qz="0" qw="1">
"0.303115" y="0.336001" z="0.336001">
"exclaim#0" meshFile="exclaim.mesh" materialFile="" static="0" castShadows="false">
"0" materialName="Material.001/TEXFACE/exclaim.jpg">
"outlet#0" id="31037324">
"13.5455" y="-0.631489" z="-28.5333">
"0" qy="-0.713251" qz="0" qw="0.700909">
"0.0930934" y="0.0930934" z="0.143778">
"outlet#0" meshFile="outlet.mesh" materialFile="" static="0" castShadows="false">
"0" materialName="Material">
"labdesk#0" id="457441920">
"6.35169" y="-2.35914" z="-36.6298">
"0" qy="0.646124" qz="0" qw="0.763232">
"1.29766" y="1.246" z="1.73122">
"labdesk#0" meshFile="labdesk.mesh" materialFile="" static="0" castShadows="false">
"0" materialName="tablebase/TEXFACE/labdesk.jpg">
"1" materialName="tabletop/TEXFACE/labdesk.jpg">
"faraday_lab1#0" id="272896512">
"3.19298" y="-2.04918" z="-31.48">
"0" qy="0" qz="0" qw="1">
"1" y="1" z="1">
"faraday_lab1#0" meshFile="faraday_lab1.mesh" materialFile="" static="0" castShadows="false">
"0" materialName="lab1/concrete">
"1" materialName="lab1/woodfloor">
"2" materialName="lab1/concrete">
"3" materialName="lab1/concrete">
"4" materialName="lab1/labwall">
"5" materialName="lab1/concrete">
"6" materialName="lab1/concrete">
"7" materialName="lab1/trimwood">
"8" materialName="lab1/trimwood">
"9" materialName="lab1/trimwood">
"10" materialName="lab1/trimwood">
"11" materialName="lab1/trimwood">
"12" materialName="lab1/trimwood">
"13" materialName="lab1/trimwood">
"14" materialName="lab1/trimwood">
"15" materialName="lab1/trimwood">
"16" materialName="lab1/trimwood">
"17" materialName="lab1/trimwood">
"18" materialName="lab1/trimwood">
"19" materialName="lab1/trimwood">
"20" materialName="lab1/trimwood">
"21" materialName="lab1/trimwood">
"22" materialName="lab1/concrete">
"23" materialName="lab1/concrete">
"24" materialName="lab1/concrete">
"25" materialName="lab1/concrete">
"26" materialName="lab1/trimwood">
So we got all of this but I have noticed that it does not seem to export the camera position in the viewport. This means that I am going to have to fiddle around with the Ogitor source a bit to modify the exporter to support the camera position.
Also now that I have a scene file to use I can finish up the scene importer for my code base and soon we will be able to see all of this IN GAME!
Progress is being made.... I am trying to teach myself better ways of texturing in Blender and on using Decals. The whole aspect of unwrapping the model by placing seams, and baking the materials to this texture is a bit of a learning experience for me... I might do a write up for my next blog post on how to create a model in Blender and bake the textures so that you can use it in a game engine if there is any interest... I am not an artist but I am learning a lot of this through trial and error I suppose.