personally I had only one problem with the script: exporting the UV textures, I got "outputuv variable not found" error.
I haven't check the code to understand it, but I have done a quick and dirty modification removing this part of the code, and works with me!! =P
If someone trying gets the same error, I changed this in the script:
original:
...
if outputuv: vertex.maps.append(Map(*uv))
...
if outputuv: vertex.maps.append(Map(*uv))
...
changed:
...
#if outputuv:
vertex.maps.append(Map(*uv))
...
#if outputuv:
vertex.maps.append(Map(*uv))
...
Anyway, I had to flip the textures and correct the mesh with hardtransform to see it well in the game, but the textures appear mirrored in Y axis... Maybe there is some option to mirror it, here is the config file I'm using:
<library>
<textures>
<texture name="skin">
<file>ant/ant.png</file>
</texture>
</textures>
<meshfact name="ant">
<plugin>crystalspace.mesh.loader.factory.sprite.cal3d</plugin>
<params>
<options flip_textures="yes" />
<scale value="0.075" />
<path dir="ant/" />
<mesh
file="antant.cmf"
name="body"
material="skin" />
<skeleton file="antcal3d.csf" />
<animation
file="antwalk.caf"
type="travel"
name="Walk"
base_vel="2"
min_vel="0"
max_vel="4" />
<hardtransform
rot_axis_x="0"
rot_axis_y="1"
rot_axis_z="0"
rot_angle="180" />
<hardtransform
rot_axis_x="1"
rot_axis_y="0"
rot_axis_z="0"
rot_angle="-90" />
</params>
</meshfact>
</library>