Hello folks.
I'm pretty new to the darkplaces game engine, and only discovered it through a search for new, free games to beat up friends in some weeks ago. Since installing though, I've been looking at creating models / maps for it. The basics of models have been mastered (to a point - search for the HeadlessChickenKillZone if interested in my first rough modelling attempt) - so only maps to go.
I used to dabble with the old QIII tools... I think it was QUARK mostly.. But finally having the capability to easily import geometry (and textures!!) from blender is a godsend! Excellent tool here - I can only imagine the headaches you went through getting convex meshes detected *and* imported. I spent some time myself with similar tasks in C++, and I hope never to go there again (my particular nemisis was mesh merging and trying to overcome all those little floating-point inconsistancies).
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BUG REPORT:
Anyway - to the point: I've followed your threads on previous forums, and in case you are still looking for bug reports, I've found one. It's very minor (and can be avoided if you're not lazy about texturing like me), but it seems that quads assigned 2 UV coordinates at either end of two opposing edges cause a divide-by-0.
To clarify - I created a bounding room composed of 6 'brushes' in blender, but when UV unwrapping each, I projected from a view aligned to the largest face for each brush in turn. The result being that only 4 UV coords are assigned per brush, and duplicated for front and back faces of the brushes. The quads making up the 'edges' of the brush therefore cover only 1 dimension of the texture.
I'm not brave enough to look at your script (python scares me at the moment), but I guess it's your nasty, complicated UV coord matching code I can't bear to imagine that doesn't like my lazy texturing. I hope no more than an 'if' statement is needed!
Unfortunately, I overwrote the blender file while trying to find the origin of the problem! However, if you would like me to recreate the bug, I think I know how. It went away when I ensured all UV coords were unique.
Once again - amazing work! All I have to do now is get used to making DP-friendly maps in Blender, learn the minimal NetRadiant, and get to grips with shaders! You're a legend.
Quite a nifty wee sample map you have there too