the preview .xml I provided are uv mapped this time and updated for the in-script preview display - although probably not unwrapped so well as they should be
if you have the stuff from posting of the previous version just substitute them as @dmn says
in retrospect to preview emissive materials properly I could have done another preview scene of a plane (for IES) editted to have only very weak scene lighting so that the emissive material exported to be previewed is predominant.
Edit:
@dmn
I'm not exactly sure what you mean.
You only need to create/have a texture if you are using it.
Just try the process out on a new blender material -
without doing anything else select a bump and a disp square button and hit 'populate'
if you look in the blender buttons window you will see the 2 text slots of the right types made for you in their correct places for the script to reference
one is called 'bump' and the other 'displacement'
go to the tex panel and in each case load the name of the uv tex you used with your unwrap
then hit 'update' in the script
all the name fields in the script will be filled in
thats it! nothing else to do or change
to remove a tex completely uncheck the square and hit populate again - gone!
to temporarily disable one only uncheck the square next to it
if you want only to update the tex name fields you have loaded use update without messing with the squares
you can still load a tex name by the file selector button if you wish but it will not be propogated back to the blender load field
essentially what ever is in the script tex name field will be used for export purposes
HTH




