Getting ready to begin bringing in sections of maps into the engine.
These are OBJ files with simple material headers, reminiscent of idTech4 MTRs.
The previous engine used a very concise and straight-forward material script, for example:-
highLevelMaterial "ve10/florfortellicrclrlght1"
{
template = ShaderBaseMaterial
alphaRejectFunction = GreaterEqual
alphaRejectValue = 99
reflectionColor = 1 1 1
reflectionSpecificCubemap = "Base\\Types\\Basic\\SkyBox\\env_ifunky1d.jpg"
emissionColor = 1 1 1
emissionPower = 2
specularColor = 1 1 1
specularPower = 2
specularShininess = 512
displacementTechnique = ParallaxMapping
heightScale = 0.037
diffuse1Map
{
texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_clr.dds"
}
diffuse2Map
{
texture = "VE\\Textures\\detail\\detaili_74.dds"
transform
{
scale = 16 32
}
}
diffuse6Map
{
texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_occ.dds"
}
reflectionMap
{
texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_rfl.dds"
}
emissionMap
{
texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_lmn.dds"
transform
{
scale = 1 0.5
animation
{
scrollSpeed = 0 17
scrollRound = 1 0.5
}
}
}
specularMap
{
texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_spc.dds"
}
normalMap
{
texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_nrm.dds"
}
heightMap
{
texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_bmp.png"
}
}
This is from NeoAxis, derived from Ogre and not too dissimilar.
The list of textures are as follows:-
clr = diffuse
lmn = emissive
nrm = normalmap
occ = ao
spc = specular/metallic
rfl/rgh = reflection-mask & roughness (inverted)
bmp = parallax
There is also a detail-map used in “diffuse2Map” section here, like 99% of all other materials.
The aim is to mass-convert (using Regex/GAWK “translation”) and mass-import these so the map OBJs will be ready to use them.
So far I’ve looked into DAE and FBX, but no success with either of these so far. I figured I could just assign a PBR-like material in Blender (2.79 = “Principled BSDF”), assign it to a quad and export. All this time, I had just assumed it might be that easy, and can definitely handle that on the data-management processing side.
Most of the stuff I’ve pulled from online involve making a material from scratch within the editor, importing each texture and fiddling each option. Because we have almost 7000 of them, this is outright impossible. We absolutely need a solution we can translate and mass-import.
Any advice on a text-based and extensive method to achieve this would be greatly appreciated.
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