Map Making
From ODF::Wiki
[edit] Spawn Exporting
For spawn points (including those for pickups and other items) we are using named bones. It takes a little bit of work to get them to export into the b3d format we are using with irrlicht so that the engine can read them though, so I am providing a short set of instructions.
1. Add the bones you want where you want them.
2. Name the bones for what spawns there. Append .xx to the name, counting up starting with 00. (it's a programmer thing)
3. If your bones are seperate objects combine them into one armature (Ctrl + J in blender 2.4x)
4. Parent the level to the armature, as an armature. (not sure if this is needed, but it works.) Do not make vert groups.
5. Insert a keyframe on frame 1 to all of the bones in pose mode. I generally use loc-rot-scale, but any should do.
6. Export it into b3d, everything should work. The script can be found here: http://ripd3jake.ath.cx/files/ODF/b3d_export.py
[edit] Texture exporting
To export lightmaps, first make sure they are saved somewhere on your hard drive. If they aren't there is no filename and the export script will fail. (this goes for all textures)
Secondly, rename your lightmap UV layer to "lightmap" if you haven't already named it that way.
The lightmap should now export correctly.
notes
- on my test file the lightmap was the second UV layer and the diffuse was the first for each object, I don't think this is important but it could be.

