I think I (or someone) would need to focus a lot about how to export Blender cycles scenes into Ogre properly - it doesn't seem straightforward if you what to get the shaders right as well as radiosity (or physical lighting).
On a more important note: ealin_2 is done (ready to be played in game) and uploaded to the repo. I'll make a more open release later (probably making a notification on the Graphical mods forum, as well), and if you want to try the scene without access to the repo, you can PM me and I'll email it to you. Some comments:
- Unfortunately, the way the layers are pre-cut created some severe limitations about how to get the doors closed and open. The way it is set in the release is the best that can be achieved, in my opinion. In more details:
- the layers of the doors (closed and open) are not laid
over layer #2. As a consequence, if you get the thickness of the doorframe as part of layer #2, it would be laid over the closed door, which is not a desirable result. For that matter, in the
original field files, the open doors look glitchy because of the overlay of layer#2 over the open door layers.
- the layers of the open doors are pre-cut in such a way that it does not cover the entire area where the wall should be shaded by the open door. At first, I thought I could shade the wall appropriately depending on whether the door is open or closed, and after a lot of testing, it is doable for only one of the two doors. For the sake of consistency, I preferred not to make any shading of the walls by the doors.
- The lighting and the windows are set in such a way that it is consistent with the exterior look of the house. There is a mismatch with the original field, which features a window on the right hand side (with an overlay of crepuscular rays), because the original field is not consistent with how the windows are located on the exterior. I initially thought of adding crepuscular rays so that it would match the updated location of the windows, but
this is not possible because of how the layer of crepuscular rays is pre-cut into the scene.
- The bottom line is:
there is a number of small imperfection which cannot be corrected, and the release is the best which could be managed.
Lastly, below is a picture of the final render for the base layer. I hope you'll enjoy
PS: I personally recommend you play with Kaldarasha's models, and edit the characters size with Makou Rector. I personally use 768 for the character size (512 is the default size)