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[Request] Using the Collada Exporter

 
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Merrie
DeleD PRO user


Joined: 25 Sep 2006
Posts: 16

PostPosted: Sun Oct 21, 2007 10:31 pm    Post subject: [Request] Using the Collada Exporter Reply with quote

I made a model in Dele D and would like help on how to use the Collada exporter to port it out in that format for the Multiverse Engine, thank you!
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Starnick
DeleD PRO user


Joined: 28 Jul 2007
Posts: 611

PostPosted: Wed Oct 24, 2007 10:40 pm    Post subject: Reply with quote

If you're the same merrie over at the MV forums, I posted about the multiverse exporter Paul is working on over here Smile

But for now, the collada exporter doesn't seem to make a collada file that "works" with the MV conversion tool. A while back when I was evaluating DeleD, I looked into a collada file from DeleD and a feeling software collada file generated in 3ds:

http://update.multiverse.net/forum/viewtopic.php?p=22451&highlight=&theme=multiverse#22451

(scroll down, one of the last few posts)

The tags/geometry information were generated differently in each file.

However, there's a work-around to getting a model *into* MV - use the OGRE3D exporter for DeleD. However, you wont get a model with collision volumes, so not sure how useful that would be. Personally, I'm waiting for either that MV exporter mentioned earlier or an improved collada exporter.

Edit: Other workarounds would be exporting the model to other software, like 3ds, blender, wings3D, etc and converting it to a compatible collada file from there. Recently on the MV forums there's been some work @ documenting how to get models from blender to MV proficiently so that's definitely an option - besides, you're probably going to want to get some other software suite to do animations, unless if you use DeleD solely as a level editor.
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Oct 31, 2007 10:22 am    Post subject: Reply with quote

A first ready-for-daily-use version of our Multiverse Exporter will be available very soon (I'm talking days here). It allows you to simply mark primitives as 'collission volumes' (so no name-based requirements like the Collada workflow has), and exports directly into the asset repository, without the need for a separate 'conversion tool' step.

I will also look into the Collada v.s. Conversion Tool issue, but my first priority lies with our dedicated Multiverse Exporter.
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