STEAM GROUP
Blender Source Tools BleST
STEAM GROUP
Blender Source Tools BleST
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[Suggestion] Specific smoothing and exports
So, a model apparently needs consistent smoothing settings (either on or off, I remember having issues with the compiled model, if this is not the case anymore or I happen to have messed up somewhere else please let me know) to be properly exported. However sometimes, for example if you want to bake AO, smoothing settings have to be different throughout the mesh. The current solution to have this and exports working, is to create a duplicate of the final object, apply specific smoothing-settings there, and bake AO with this, while exporting the original model.
It would be nice if the export script could make this step obsolete, allowing you to pick whether or not the object will be smoothed during export, without affecting the smoothing settings of the model in blender.

Thanks for reading this and thank you for giving us the opportunity to create great content for source games using blender.
Last edited by InstantMuffin; 1 Nov, 2015 @ 2:02am
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Showing 1-3 of 3 comments
Artfunkel 1 Nov, 2015 @ 2:14am 
You can export any smoothing settings you like with these steps:

  1. Enable smooth shading across the entire object
  2. Enable Auto Smooth in mesh properties
  3. Optional: adjust the auto-smooth angle
  4. Mark the remaining sharp edges you want manually (Ctrl+E from edit mode)

If that isn't working, there is a bug in the exporter that needs to be fixed.
InstantMuffin 1 Nov, 2015 @ 2:33am 
Oh okay, thanks. I'll come back if this doesn't work.
Something else entirely: Since for baking adding a triangulate modifier is recommended, what is your recommendation of this modifier for exports? I'm not sure where the triangulation happens when you export and compile and if it is already good "as is". I guess it would make sense for adding more consistency between what you see in blender and what you see ingame. I wouldn't mind testing for myself, but I also like hearing an opinion backed up by more experience.
Also, regarding Ctrl+E to make edges sharp: Does that mean that all seams are automatically sharp and have to be? (Since it's the same key shortcut this is a bit confusing for me).

Once again thanks for your time.
Artfunkel 1 Nov, 2015 @ 2:42am 
SMD is triangulated on export, DMX is triangulated by the model compiler. It won't do any harm to add the modifier yourself.

Seam and Sharp are two separate edge properties, neither depends on the other.
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