Voidguide on 6/3/2005 at 23:49
Hi leveldesigners! I have several questions so I'd be thankful if someone could answer them.
1. I made a texture using nVidia filter, saved it with _N and _D postfix, but in the editor it does not seem to be "bumpy", seems like a plain texture. I still can't figure out how to make .mlb so I just copied .dds into textures/my_folder and used Import/PlainTex Dir to use them. Alas! no result, what is wrong with them?
2. I followed the tutorials which were included in the readme file, but I am stuck on a volume brush - I resized the brush, chose 'volume' and nothing happened, while in Unreal 2 editor it works fine. What's the problem here?
3. Tell me, please, how to generate .mat file and to make custom material libraries? I suppose, readme file gives insufficient info, so a step-by-step instruction would be just at the right time for the beginners.
4. What to do with an imported static mesh which refuses to use textures imported from 3dsmax? I saw this question somewhere in the forum but there's no clear answer.
Please, do not disregard my questions.
Thanks for attention.
rujuro on 7/3/2005 at 14:21
I can answer the last question, although I'm having my own troubles with the other parts.
If the static mesh comes in blank, you can assign materials to it just as you would any other surface in the editor (by selecting them in the material browser). Once you have them assigned you need to right click the mesh, got to Skin->Add Skin, and enter a name for the new material assignment. You can then pick this material assignment for your mesh in the static mesh browser.
Hope that helps.
Ulukai on 7/3/2005 at 14:38
Regarding point #3, this is an overview because I don't have the tools in front of me.
You use 3dsmax in conjunction with the matexport plugin supplied with t3ed to export your new 3dsmax material library into a .mat file which can then be read by T3Ed when placed in the correct folder.
Inline Image:
http://www.planetunreal.com/ulukai/temp/doh.jpgWhen you import the .tim file into T3ed (which you should also have exported from max), provided you UV mapped the mesh using materials from the exported library, T3ed will then see the materials in the new library and apply them to the mesh.
If you can't even see the matexport plugin, you don't have your paths configured correctly in 3dsmax.
Stardog on 7/3/2005 at 17:07
Hence the problem for people without max 5.1... *sniff* :(
[NAUC]Chief on 7/3/2005 at 17:11
I had the problem with volumes too. They were working then I made a map, which corrupted the editor- one of the things that got corrupt was the ability to make volumes anymore (it also did the horrible ued viewports bug as well :mad: but worse than ive ever seen in ued). Since reinstalling ed I have volumes again. (tho i admit i also reformatted).
Voidguide on 8/3/2005 at 00:02
Thank you for the replies, at last I found out how to correctly export/import mat libs, at least they seem to work in editor. But still I do not know how to _add_ more textures to a custom mat lib, there seem to be some error in max.
Ulukai on 8/3/2005 at 00:17
Some error? When? Where? At what stage?
Please clarify if you want further assistance :)
Voidguide on 8/3/2005 at 17:16
when I try to load a custom matlib a message is displayed:
"Check box settings for material ('default') have been lost.
Turning on maps for you, please verify map channels are correct.
I think it is because I did not name the textures properly.
For the moment I have the following:
1. I have a static mesh with all textures adjusted.
2. I have made a custom matlib, named it 'doorway', the .mlb includes 2 textures: wood and bricks, and put it into
Thief3 MatLib folder.
3. Added the static mesh into the editor, all textures are on in the perspective window.
4. Compiled the test level, started it and I see no textures on the static mesh. Isn't it weird?
As for the normal textures... they are still not embossed. Though I have both _N and _D in the ION Shader.
Ulukai, how did you solve this problem?
Renzatic on 8/3/2005 at 17:55
What does your normalmap look like? The game might be displaying it, but it could be too shallow to give off any appearence of depth.
Voidguide on 8/3/2005 at 21:12
Renzatic, I suppose you are right, but if so, there must be the solution. How am I to show the texture?