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Posted

This part always eludes me in game engines.

 

So I wanted to test out some models (trees) in leadwerks so I ported an old .3ds file to .fbx

 

In the .3ds i just have the jpgs/pngs as the textures but I can't figure out how to set the images up as a.mat to apply them to the model.

 

So I noticed I could make a new mat within leadwerks but If I try to apply the jpg/png to it then nothing shows up on the mat face.

 

https://docs.google.com/file/d/0B4vSLH5ECFDgMHZRQkFBUFZUbG8

Posted

This part always eludes me in game engines.

 

So I wanted to test out some models (trees) in leadwerks so I ported an old .3ds file to .fbx

 

In the .3ds i just have the jpgs/pngs as the textures but I can't figure out how to set the images up as a.mat to apply them to the model.

 

So I noticed I could make a new mat within leadwerks but If I try to apply the jpg/png to it then nothing shows up on the mat face.

 

https://docs.google.com/file/d/0B4vSLH5ECFDgMHZRQkFBUFZUbG8

 

you need to select a shader. If you only have diffuse texture use the diffuse.shader if you have diffuse+normal use the diffuse+normal.shader and so on.

Posted

Is there a Chance that leadwerks will Autoselect shaders ? Like diffuse-normal-spec textures are set leadwerks set automaticly the correct default shader. (Maybe defaults editable from settings) and default shadow shader.

It doesn´t work... why? mhmmm It works... why?

Posted

It already does. It can make a distinction between diffuse, normal and specular. Have a look at the barrels model folder. If you would remove the material and recreate it, you will notice the shaders are picked up automatically. I believe this is done via its name.

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