Creating new MatLibs. - by massimilianogoi
massimilianogoi on 8/8/2008 at 21:46
WOW! Tirolo? Switzerland?
Martin Karne on 9/8/2008 at 02:57
Trentino*-Alto Adige.
*My province.
ShadowSneaker on 3/1/2009 at 23:44
I tried creating a matlib following Judith's method but when I opened it in T3Ed it had a load of random textures, about 40 or 50 (my matlib had just 7) none of which were the ones the matlib was for. The names for them are unlike any existing textures in T3Ed so that cannot be the problem. Any ideas?
Thanks,
SS
massimilianogoi on 4/1/2009 at 13:59
Quote Posted by ShadowSneaker
I tried creating a matlib following Judith's method but when I opened it in T3Ed it had a load of random textures, about 40 or 50 (my matlib had just 7) none of which were the ones the matlib was for. The names for them are unlike any existing textures in T3Ed so that cannot be the problem. Any ideas?
Thanks,
SS
Two things:
1-) Check if the dds format are correct (searc here somewhere for the settings)
2-) Try to import the Plaintex Dir... it never hurts...
After that, tell me if it works.
ShadowSneaker on 4/1/2009 at 20:48
I hadn't saved the files with DXT1 compression. That was the problem.
I now have another issue though. When I save the matlib and reopen it in the material library the textures show the diffuse 2(normal map) instead of diffuse 1.
I opened T3Ed and the texture looks as it should when applied to something but when I turn the renderer on it shows the normal map instead.
I followed Judith's method exactly, what am I doing wrong here?
SS
Judith on 4/1/2009 at 21:03
First of all, do you have any problems with 3dsmax loading errors? All the plugins must be loaded in particular order, i.e.:
Quote Posted by Official documentation
a. Utility\Max\Plugins\HardwareShaders
b. Utility\Max\Plugins
c. Utility\Max\StdPlugs
They must show on the list as you see above, which means you have to add those in the opposite order, starting from the last one! After you do that, you need to add the path with categories.txt file, i.e.:
a. CONTENT\T3\MatLib\DynamicallyLoaded
b. CONTENT\T3\MatLib
Order doesn't matter here, btw. What else... did you set your ION_ROOT env. variable? You have it all in the official docs. After doing all the things mentioned here and in official documentation you should be able to open any material library, delete its contents and save as your own. After that you just add new Ion Shader materials, save the .mat file and export it to .mlb.
ShadowSneaker on 4/1/2009 at 21:43
The guide I followed has StdPlugs before Plugins. I changed them round but it had no effect.
It says to set the ION ROOT_env to the folder where Thief Deadly Shadows is installed, is this correct or should it be where T3Ed is installed?
SS
Judith on 4/1/2009 at 21:54
Yes, I got it pointing where the game is installed, (not the editor path) and everything works fine.
ShadowSneaker on 4/1/2009 at 22:39
I changed the ION ROOT thing to the Thief3 folder, then I tried rearranging Plugins and StdPlugs so that Plugins was first but when I did this, the textures I created for the matlib would not appear in the material editor section so I had to change them back.
I tried opening a T3 matlib and deleting everything except for one file, then added my own textures and saved under a different name, but in T3Ed I still get the normal map in Flesh view rather than the texture.
I saved the normal map with the DXT1 compression just like the diffuse, could this be the problem?
SS
Judith on 4/1/2009 at 22:50
No, you just damaged your normalmap, but there are no severe consequences for that ;) As it goes for anything else, I'm running out of ideas, looks like you missed something in the setup process (did you set up the bitmap/photometrics properly, by the way? ;) ). Oh, and you don't have to leave any material definition, you can delete all the things in .mat file and save it as your own. It doesn't matter which one it will be, you can even load Max library and empty it.