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Blender Texture coord export

Posted: Fri Aug 08, 2003 3:49 pm
by Hqpsy
First of, I'm not very good at Blender..

But here is the problem:

I make a 3D shape, like a sphere or a cube, then I put a texture on it and modify it's tex coords in the texcoord editor. (It looks good in the 3d windows when I have alt-z enabled).

However, I've also written a script that exports that model into my own ascii 3d format. And it won't export the uv coords, it only put 0.000000 in that place.. here is the line in my Python script:

for vert in m.verts:
self.m_f.write("%f %f %f %f %f\n" % ([0],[1],[2],vert.uvco[0],vert.uvco[1]))

Everything else in the resulting file seems fine (like the vertexcoords)..

Do you have any clue?

Posted: Fri Aug 08, 2003 8:34 pm
by nyoxi
There is probably something wrong with UV coordinates. I know that somebody has the same problem and he asked for help (but it wasn't in this forum)

Posted: Fri Aug 08, 2003 9:20 pm
by Hqpsy
So can it be me messing up the coordinates somewhere or is it the blender code that fucks around?

Posted: Sat Aug 09, 2003 12:51 pm
by assassin
Hi. I had this problem and I solved it yesterday.
You can fuck this shit by pressing in editor buttons window.

First you have to click on an object.

Than there are three buttons
make sticky
make vertCol
make TexFace.

Those buttons are on the bottom of the editor buttons window.

Posted: Sun Aug 10, 2003 12:39 pm
by Hqpsy
I get no rid of it.

Maybe, the texture coordinates are stored in the face and not in the vertex?