Creating new MatLibs. - by massimilianogoi
Ziemanskye on 1/12/2007 at 19:55
Oh yeah, just as long at it works it doesn't really matter how you do it, or what you have to do to convince it to work.
(As an aside though - the reason why I say about not loading as Plaintex is that it might mean your Matlib *isn't* loading: if the names are all the same then you might be using the Plain versions rather than the Material versions. Of course it might actually work: I've never had to load both to get the materials loaded, but I did have a reason to be sceptical)
massimilianogoi on 2/12/2007 at 23:03
No, the names are all differents, in example Sawbot2_D.dds or CLOCKEYE_D.dds etcetera.. The reason why I thought that's currect import the plaintex dir is that these files are still being recognized to the editor, that's the editor doesn't still knows about their existence (my hypotesis); and anyway I read this metod somewhere else, maybe in str8g8 forum or in its readme, I don't remember where, but I remember this procedure.
However, for amusement purpose, later I will try to load the matlib without importing the plaintex dir first :joke:
str8g8 on 3/12/2007 at 13:05
massimilianogoi: I'm pleased you have solved your problems :thumb: but I think you should edit your post to the extent that the steps you outline are not the *proper* way to create custom matlibs, but rather a solution to a problem you have experienced, otherwise this could be confusing to new users.
The correct way is outlined on the wiki and works for everyone else.
Also, are you sure you are not just seeing the plaintex textures? You can use plaintex textures in the engine, but they don't contain normal maps or sound effects.
massimilianogoi on 4/12/2007 at 01:41
Quote Posted by str8g8
massimilianogoi: I'm pleased you have solved your problems :thumb: but I think you should edit your post to the extent that the steps you outline are not the *proper* way to create custom matlibs, but rather a solution to a problem you have experienced, otherwise this could be confusing to new users.
My way was just for my experience, and it works, after several differently attempts. For thew crowd: clearly i've not followed any wiki, yes, but if you cannot get out with the standard method, maybe trying this you'll solve it.
Quote Posted by str8g8
The correct way is outlined on the wiki and works for everyone else.
Can you tell me the link, please?
Quote Posted by str8g8
Also, are you sure you are not just seeing the plaintex textures? You can use plaintex textures in the engine, but they don't contain normal maps or sound effects.
When the game loads, when the smesh applied with my own matlib is hit, emits the currect sound, and when I create the matlib, I follow ulukai's tutorial for texturing the meshes, that comprehends the normal maps. :thumb:
mkadlec on 17/2/2008 at 19:07
I have problem with texturing of static meshes. When i create matlib and import it to T3Ed, with BSP is working fine, but if i try to create custom mesh texture in editor neither in game is not visible. Only diffuse color. But if i render mesh in 3ds, it is rendered correctly.
Judith on 17/2/2008 at 20:18
Maybe you haven't put your textures in both PCTextures and Texture folder? Did you use UVW Mapping to align your texture correctly?
mkadlec on 21/2/2008 at 13:36
Quote Posted by Judith
Maybe you haven't put your textures in both PCTextures and Texture folder? Did you use UVW Mapping to align your texture correctly?
Yep, i have putted textures (dds files) in both Texture and PCTextures folder.
About UVW mapping, is it necessary? I'm prety sure, that some of my UVW mapped objects are textured ingame and some not (for example the spaceship from 3ds UVW mapping tutorial, and yes i used ion shader instead of bitmap diffuse map)
edit: Thanx Judith UVW mapping is the trick. Many thanks again
massimilianogoi on 23/3/2008 at 21:46
Quote Posted by Judith
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.
You forgot some vital steps: about naming the every material in the Diffuse Color box, and assign a material category to it, before saving as .mat...
There's the 4 steps more :laff:
massimilianogoi on 23/3/2008 at 22:06
More, I tested now your system, Judith, and doesn't work. :(