To Download: (GitHub → “Clone or Download” → “Download ZIP”)
HPL3 Exporter Version 2.0
This addon allows you to model anything from single assets
to entire maps within Blender, and synchronize them to an HPL3 engine map,
automatically creating and configuring textures, material, and entity files
for a fast iteration process. The script is also capable of removing objects
from the HPL3 map which have been removed in the Blender scene,
exporting rigged and animated objects, and baking
lighting onto scene objects.
1. Copy “io_export_hpl3.py” and the “nvidia” folder to Blender's addons
2. Open Blender, go to Edit > Preferences > Add-ons > Search “hpl3”
3. Check box next to “Import-Export: HPL3 Export” and press “Save Preferences”
4. Exit window and go to the Tools bar in the left side of the 3D View. Drag
the width of the Tools bar out to set fields, and press T to hide the tools
bar at any time. Have fun!
On export, the subdirectory and mesh file will take this name (“Suzanne.dae”), and having name conflicts in HPL3 can cause the wrong textures to load. The “Object Name” does not matter as much, and will be used to name that instance of the object when placed in the map.
Alt+Dto create copies of an object in Blender to place around a map, since they will point to the same “Mesh” datablock. Using Copy/Paste or Shift+D creates a new “Mesh” datablock every time, and therefore a new .dae and .dds file on export, leaving you with multiple repeat numbered .dae and/or .dds files taking unnecessary space on export.
Principled BSDFnode and that all UV faces lie within UV coordinate bounds.