Creating new MatLibs. - by massimilianogoi
Ziemanskye on 26/11/2007 at 18:41
Quote Posted by Beleg Cúthalion
(By the way: Is there any smesh to make the hole/end of a drainpipe?)
(Specifically, no, though you could try the container lid in the wares section - the one that goes on the round tins, and see if you can re-texture the "inside" bit, or put a simple black particle in the indent)
massimilianogoi on 27/11/2007 at 00:18
tryin' to create it with 3DS Max, no? :D
I think that tonight I'll take some lesson on how creating cool objects. lol
The moment is happened, and I've great projects about... But just reach it... :p
I can tell nothing for now, I want keep the secret, cuz, in case of failure, my poor figure will be smaller :laff:
Mongoose.MH on 28/11/2007 at 11:20
Is this just deco or are the bots able to move? :p
massimilianogoi on 28/11/2007 at 19:54
Surprise!! :p LOL
massimilianogoi on 1/12/2007 at 07:44
REACHED!!! :D :D :D
What a LUCK!!! :D
I've created my first own matlib!!!
Essentially, the steps to follow are:
1-) Creating a folder into 3Dsmax 5.1 directory in which to insert the dds files (_N.dds and _D.dds) and inserting it;
2-) Clickin on Standard, selecting the Mtl Library check and push the button "Clear Material Library" above (the icon with the sphere in the sheet), and clicking cancel;
3-) Using Material Editor in 3DSMax, opening the diffuse quadrate box (grey tint) and selecting Ion Shader;
4-) On Map: Diffuse1 selecting one _D.dds file, and on Map: Normal below select the corresponding _N.dds;
5-) Below, on Material category, selecting the corresponding type on the menu (i.e. stone, or shallowwater, or wood, or metal);
6-) Clicking on the disk icon above (Put To Library) and naming the texture;
7-) Selecting another sphere of the 6 above, and repeating the points 4-6;
8-) When the material you want are finished, clicking on a material empty sphere above, and clicking Standard, selecting the Mtl Library check, and selecting "Save As", to save your material library with a name, with the .mat extension;
9-) Closing the Material/Map Browser, and the Material Editor;
10-) Clicking the little hammer right above, selecting "More..." , and selecting MatExport;
11-) Clicking on Export, selecting the .mat you created before, and exporting in .mlb;
12-) Moving the .mlb file in the ThiefEditor Matlib folder, and the .dds folder you use with max in the ThiefEditor Texture folder, and in PCTexture folder (a copy of YOUR .dds folder);
13-) Opening ThiefEditor, selecting "Texture Browser", File->Import PlainTex Dir (that says to the editor where are the new dds to use, plaintex = plain textures);
14-) Selecting "Import MatLib..." and importing the .mlb file you created with 3DSMax.
Et voilà :)
If you've done everything currectly, you should have your MatLib ready to work!! :D :D
I think I'll put this in the Thief3 Editor Wiki
Beleg Cúthalion on 1/12/2007 at 09:06
Have you tried to leave out step 13? When using str8g8's custom texture pack I didn't use the plaintex function (whatever it's good for) and it worked anyway. But well, of course I have not created a matlib on my own, yet.
Ziemanskye on 1/12/2007 at 10:11
Yeah.
You really shouldn't have to import them as plain textures as well as with a Matlib.
Also, you shouldn't have to put the dds folder in Max - I just put my dds right into PCTextures (as a folder under that, for my own convenience!) and copied it to Textures too just to be sure, then built the .mat in Max.
(And, there's more than 6 slots in max: you can scroll that window if you need/want more :p )
Judith on 1/12/2007 at 14:59
Quote:
1-) Creating a folder into 3Dsmax 5.1 directory in which to insert the dds files (_N.dds and _D.dds) and inserting it;
It doesn't matter where you put the textures, as long as the names match. I have a separate resources folder for that, not in 3smax folder. And you don't have to clean anything and make so many unnecessary moves either. You don't have your own material library, there you go:
In material editor:
1. Click a sphere, click a square where the diffuse option is, double-click ion shader.
2. Place your own dds images in diffuse 1 and map normal, set material category, click reload categories.txt
3. Repreat steps 1 & 2 if you wand to add any other materials, if not go to 4.
In material browser:
4. Switch "Browse from:" to "Mtl. Editor", choose "Save as", choose name for your
mat library.
5. Switch to "Mtl. Library" again, choose Open and select your recently saved mat file. Clear any empty stuff (Default x-24). Save it again.
6. Use MatExport plugin to convert your mat file into mlb library and put it in your T3edit Matlib folder.
7. Put your dds files in Textures and PCTextures folders
10 steps instead of 14, and a bit more clear, I guess.
massimilianogoi on 1/12/2007 at 15:06
Quote Posted by Ziemanskye
Yeah.
You really shouldn't have to import them as plain textures as well as with a Matlib.
Strange, cuz before it was the only point that I leaved out, and now instead it works.. :sweat:
Quote Posted by Ziemanskye
Also, you shouldn't have to put the dds folder in Max - I just put my dds right into PCTextures (as a folder under that, for my own convenience!) and copied it to Textures too just to be sure, then built the .mat in Max.
Yeah yeah, of course!! I enunciated it just for
convenience! That's more practically!! (imo)
Quote Posted by Ziemanskye
(And, there's more than 6 slots in max: you can scroll that window if you need/want more :p )
I know it too, but visually you see six spheres...
Anyway, the essential thing was to succeed it, and that it was :laff: