Blender Materials vs DTS Materials

Blender materials are very different from DTS materials.  The Blender DTS exporter cannot automatically convert Blender materials designed for rendering into DTS materials designed for real-time use in a game engine.  The exporter therefore does not look at Blender materials, but only at UV mapped image textures.  There is one exception to this rule:  If a face in a mesh is not assigned to a UV mapped image texture the exporter will look at the Blender material assigned to the face and attempt to pull some reasonable defaults from the Blender material settings.  The default settings are only pulled from a Blender material once; afterward, the exporter never looks at the Blender material settings again.  It is not recommended that you work with Blender materials when creating models for export to DTS format, but rather only with Blender's UV/Image textures.

To reiterate: Blender material settings are ignored by the exporter. The reason for this is that there is no way to store most of this data inside of a dts file.  Each face in a dts mesh can have a UV mapped image texture along with the material options and flags that are available in the exporter GUI and that's it. This is not a limitation of the exporter, but rather of the dts file format itself (no support for vertex colors, etc.).

For more information, see the  section.

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