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Update readme with asset info

pitch-detection
Macoy Madson 1 month ago
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@ -20,8 +20,10 @@ Build:
This step will take a while the first time, because it builds Cakelisp, Ogre, SDL, and all the test programs. Subsequent executions will use the ~cakelisp_cache~ and will be much faster.
Note that changes to the 3rd-party dependencies will not automatically be detected.
You may need to follow the instructions in the /Asset pipeline/ section if you are failing during the ~Asset-Building~ stage. (You may also comment out any ~VocalGame.cake~ lines in the build script to avoid building any assets.)
* Asset pipeline
This is a work in progress.
You should do it manually once to ensure your environment is properly configured, then refer to ~test/src/VocalGame.cake~ function ~process-3d-assets~ for how to automate it.
** Blender setup
- Install [[https://www.blender.org/][Blender]]. I can confirm Blender 2.91 works.
- Copy ~blender2ogre~ to Blender plugins:
@ -33,7 +35,7 @@ cp -r Dependencies/blender2ogre/io_ogre/ ~/.config/blender/2.91/
- Build Ogre, if you haven't already (run ~BuildDependencies_Debug.sh~)
- Set ~OGRETOOLS_XML_CONVERTER~ to where you built OgreMeshTool. You'll need to browse to ~gamelib/Dependencies/ogre-next/build/Debug/bin/OgreMeshTool_d~
You are now ready to export. Open your model or create one, then do ~File -> Export -> Ogre3D~. See the following section for settings. /Note:/ I will be making command-line driven auto-exporting to reduce these manual steps.
You are now ready to export. Open your model or create one, then do ~File -> Export -> Ogre3D~. See the following section for settings.
** OGRE Export Settings
- Don't *export materials*. These are v1 materials as far as I know, which don't work with Ogre 2
- Don't *export scene*. I don't use these files


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