Export Directions 1.62
*Thanks to everyone for their support in this project! -Wedge

Scene Note: It is always a good idea to check Blender's console to verify that scene was exported correctly. (any errors reported?)

Primitive:
*only scale primitive in object mode
*.rli to mesh name enables rectangle light, this is a light using the new light power system, width and height adjusted by adding to mesh name, for example cube.rlight.width.height where width and height are integers
*.pla to mesh name enables plane, <dist> tags are adjusted by adding to mesh name, for example wall.plane.dist where dist is an integer, normal tags are fixed values, must edit in file
*.sph to mesh name enables sphere

Material Note: All materials are now set up by themselves. So in order to do blend you first have to set up two different materials and click the save button for them to export
 since they are not applied to meshes. Same goes for mediums. Also your blended materials and mediums will need to go before blend and material medium tags and they are sorted
 A to Z. (I think) So make sure you start them with a lower letter than the blend that puts A and B together, for example. Same goes for mediums, "Aglass" will go above the material
 medium ballAglass so that will work. But if you rename Aglass to Cglass it will export under ballCglass and throw an error saying your medium is not defined. Now also with this
 rewrite you can have multiple "material mediums" (as I call them, they are the material that has the medium defined) point to the same medium since it is defined separately.
 (for example one can be specular and another glossy transparent)

Material Note 2: If you receive error "IndexError: list index out of range" it means that you have an incorrectly configured material. Best thing to do when you create a material
 is clear any enabled buttons for that material. By buttons I mean: ray transparent, NMap TS, shadow, transpshadow, subsurface scattering, NOMIST, FULLOSA, SHADELESS, RADIO, and ENV.
 These buttons are used to tell the exporter to export different types of materials and leaving them on for a blend material (for example) by accident will cause an error because it
 looks for data in the name of your material that is not there. See below for which buttons to enable for certain material types. But basically no buttons means it is a diffuse material.
 (or a phong if you have spec > 0) And by default new materials have buttons enabled that cause these errors. So I advise that these buttons should be disabled and then you decide which
 to enable for the type of material you are going to create.

Medium Settings:
*Ray Transparent button must be enabled
*precedence = specular (*10) so .2 spec gets less pecedence than .3 spec

	Atmosphere:
	*NMap TS button to enable
	*turbidity set by ref slider - result is ref*10 or .1 = 1

*absorption spectrum: if r g b are equal use uniform tags, uniform value = red color | if r g b not equal use rgb tags, diffuse color sliders
*absorption spectrum rgb gamma: set by ambient slider - result is amb*10 or .1 = 1
*(absorption multiplier) raMirror slider > 0: for uniform tags use 1000 multiplier, else 10 multiplier | for rgb tags use 1000 multiplier, else no multiplier

	Epidermis:
	*push shadow button to enable
	*melanin_fraction set by Ref slider (right above spec and hard sliders)
	*melanin_type_blend set by Alpha slider

	Dermis:
	*push transpshadow button to enable
	*hemoglobin_fraction set by Ref slider

	SSS settings:
	*push subsurface scattering button to enable
	*scattering spectrum: if r g b are equal use uniform tags, value = red color | if r g b are not equal use rgb tags, SSS color picker
	*scattering spectrum rgb gamma: set by SSS Col blend slider - result is col*10 or .1 = 1
	*(scattering multiplier) raymirror fresnel depth slider > 0: for uniform tags use 1000 multiplier, else 10 multiplier | for rgb tags use 1000 multiplier, else no multiplier
	*fresnelTrans == 0 *sets phase function uniform tag, else use henyey greenstein tag
	*henyey greenstein: if r g b are equal use uniform tags, uniform value = red color (with 10 multiplier) | if r g b not equal use rgb tags, spec color sliders
	*henyey greenstein rgb gamma: set by SSS Texture Scatter slider - result is tex*10 or .1 = 1

Medium Material Settings:
*NOMIST enables medium material
*lower case until material is medium, for example matMed
*spec == 0 glossy_transparent tags where hardness *10 sets exponent, else specular tags
*mirror: ignore setting a exponent and push the RayMirror button and it will apply a 1 million exponent value
*per-texture exponent set by texture/map to/col slider (just above nor) - result is col*10 or .1 = 1
*bump map <b> tags: set by nor slider, result is (nor/10), so .1 gets exported as .01

Diffuse/Phong/Null (no buttons enabled) Diffuse Transmitter (FULLOSA button to enable):
*diffuse no spec
*phong: spec > 0
*SHADELESS button enables nk
*nk is ballAg to activate nk
*null material: enable ENV button
*if r g b are equal use uniform tags, value = red color | if r g b are not equal use rgb tags, COL color picker
*rgb gamma set by ambient slider - result is amb*10

Blend material:
*RADIO button to enable
*material name will be ball.a.b where a and b are the blended mats, material a or b must be defined and saved in material list
*blend of a blend is enabled by the use of commas for example: "mat,mat2.a.b,mat3.a.b" material name is limited to about 21 characters in Blender so this example just fits
*ambient == blend_factor value

Emitter settings:
*emit slider > 0 enables emitter
*hard = power drawn value
*spec = overall luminous efficacy value (spec*100)
*translucency > 0 enables peak emitter
*translucency = 0 and ambient > 0 enables blackbody emitter
*translucency = 0 and ambient = 0 enables rgb emitter - color set by regular COL sliders
*rgb gamma set by emit slider - result is emit*10
*textured emitter: Normal emitter with an albedo texture created as any other texture on a material.

Background World Color:
*color set by horizon color picker
*gamma set by range slider

Normal Smoothing: Press set smooth button from edit menu for desired mesh and set angle for specified smoothing. Not 100 percent correct, squares get smoothed around 54 degrees.
 Blender's default (30 degrees) should be used unless you need to change it.

Camera DOF and Lens: Set under edit menu for camera. (do not forget to set focus > 0 even if using autofocus)

Render window size and percent buttons: Adjust from render window.

Exit Portal: Created with a normal diffuse/phong material and translucency set to 1. For example a diffuse material named "exit" can be applied to any objects and they will export as exit portals.

Layer Exporting: Set in gui for exporter, this allows you to export your scene in layers. Meshlights, render settings, and materials will remain in original file by themselves.
 Note: If you export more than one copy of same scene with same file name in same location it does not overwrite old layer files, instead it appends to them causing one big file.
 So erase duplicate scene files before exporting again.