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Here is a quick overview of the exporter/engine's possibilities. For further detail, see dedicated sections.
You can use vertex paint to color your geometry, or UV textures.
When exporting, your textures will be converted to the Playstation TIM format in 8bit mode by default. An option is available to use 4bits TIMs instead.
By default, the script looks for/saves textures in a 'TEX' folder in your project directory. There is an option to use a custom folder when exporting.
So far, you can use 3 directional, colored light sources. The direction, color and intensity will be used by the game engine. The position of the light source is irrelevant here. Set your light sources as "Sun" in order to get a sense of what the lighting will be in-game.
You can set multiple cameras in your scene to use either as different camera angles you can switch between, or have the camera position interpolate between.
- Orbital actor camera : Camera is behind and follows the actor object, and can rotate around the actor.
- Fixed camera position with actor pointing : The camera is set in a fixed position and keeps the actor object in the center of the frame.
- Fixed camera, no actor pointing : The camera position and angle is fixed.
- Flycam with actor tracking, cinematic mode : The camera position interpolates between "keyposes" set in your blender scene, always keeping the actor in the middle of the frame, but with no regards as to where the actor is in the scene.
- Camera on rail with actor pointing : Same as above, except the camera "waits" for the actor, ala "Crash Bandicoot" side levels.
The engine supports vertex animation. You can use shape keys or use a rigging/IK setup. Just know that your animation will be converted to keyframes, i.e : Your armature won't be retained in the engine.
There is an option to use pre-rendered backgrounds, ala Resident Evil/Parasite Eve.
The exporter uses flags you'll have to set in the object's data Custom Properties tab. See the dedicated sections for a list of available flags.