Also updated so the exporter skips hidden objects during export, this should allow you to be able to place your hi-poly, exploded mesh and game ready low-poly inside the same scene so you can bake and export from a single work file (I hope).
(I haven't given Sculptris workflow much thought if anyone is using that or other hi-poly modeling tool such as ZBrush, 3DCoat, MudBox etc)
Latest Version 1.4.3
https://sites.google.com/site/bitcpy/do ... sion-1.4.3
So I decided to give ground foliage a shot or other planes that you would like to smooth out normals on (trees I guess).
I know there are some external Blender tools for this, way better than this approach.
What I wanted was a simple solution to at least allow people to get decent working ground foliage, so I added some custom data that you can hook up with your mesh.
It's located on the mesh data tab in Blender (look for 'Legend of Grimrock' section similar to the one in the Tools Panel)
What you need to do is create a vertex group and assign vertices that you want custom normals for.
Then create an empty object and place it somewhere in the scene.
Now select the vertex group and empty object from the 'Vertex Group' and 'Normal Center' properties in the 'Legend of Grimrock' panel.
Whenever you export this model the normals will be re-calculated for the vertices so that the normal points in the direction as if you would have drawn a straight line from the empty object to the vertex.
Just a side note here, this might screw up your normal map since some normals now point in a different direction compared to when it was baked.
Here's a picture of the setup in Blender

A look at our new normals in GMT

And finally comparing the 'real' plant to the left with our newly exported plant to the right in-game
