Edit: While I didn't solve this the way I desired, I was able to modify the blender2cal3d_2.py code to export submeshes as separate meshes. See my post in this forum that includes my patch file.According to the "Creating Art for CS" page, SprCal3D should support "several materials" per mesh.
I know that you want to have as few textures/materials per mesh in the game due to performance reasons, but at the moment I'm trying to reuse several old blender models for some prototyping and those models have several UV mapped textures.
I can export a model fine from blender and view it with the cal3d_miniviewer tools and get the expected results. Now I'm trying to get these models into CS and can't figure out how to assign more than one texture to a SprCal3D mesh.
In my model.cmf file, each separate blender material, i.e. each separately UV mapped texture, is its own cal3d submesh. Each of these submeshes has its own UV mapping and cal3d material associated with it. When I load this into CS, I can't determine how to associate more than one texture per mesh on my SprCal3D mesh.
I have something similar to the following in my world file:
<material file="cal3d/textures/body.png" name="body" />
<mesh material="body" name="model" file="cal3d/model.cmf"/>
This will get my model in, however the body.png texture is mapped to the head as well as the body. I need to also define a "head" and other materials and then associate them with the proper materials as cal3d and blender see/saw them.
I've looked through some of the sprcal3d code for support for mutiple materials per mesh and didn't notice it. Also, most examples of SprCal3D models I've found for CS are actually composed of several cal3d meshes (.cmf files). So, at this point I've concluded that while a SprCal3D model can use more than one material, those materials can only be assigned to separate cal3d meshes.
Am I missing something ? Is the statement that SprCal3D supports "several materials" per mesh wrong or misleading in the "Creating Art for CS" page ? Or is there some syntax to the world file I'm not familar with, say a way of defining a material with multiple textures in it ?