Texturing with 3 textures

Blitz3D Forums/Blitz3D Programming/Texturing with 3 textures

Rambus(Posted 2003) [#1]
Im currently applying textures to an object like this.

tex2=LoadTexture( "ruin01.JPG" )
ent4=LoadMesh( "ruin01.3DS" )
EntityTexture ent4,tex2

But working with some models that have 3 differant textures (head,legs,chest) how do I apply it to a model?
Egg
tex1=LoadTexture( "head01.JPG" )
tex2=LoadTexture( "face01.JPG" )
tex3=LoadTexture( "legs01.JPG" )
ent4=LoadMesh( "ruin01.3DS" )
EntityTexture ent4,?????????

Just got the program yesterday... Loving it, thx for any help.


jfk EO-11110(Posted 2003) [#2]
Have a look at the getchild, countsurfaces and loadbrush Commands.


Rambus(Posted 2003) [#3]
thx, ill go look at those.


Rambus(Posted 2003) [#4]
Hmmm, Im still unable to figuer it out... Could you just give me a small example?


Rambus(Posted 2003) [#5]
Oh uhh to clear things up for any one who wants to help me...
The model is made in max and has 3 differant unwrap maps.


Neo Genesis10(Posted 2003) [#6]
AFAIK, when 3DS Max exports objects it collapses them to the highest level. So when you load in your model, it only has 1 unwrap map. This is, of course, assuming the model is one object rather than mutiple objects. If it IS multiple objects, then load in your mesh with LoadAnimMesh.

That will retain heirarchy so you can iterate through the child entities and texture them individually. Use EntityName to get their MAX object names.


bradford6(Posted 2003) [#7]
come on, G.O.D. knows all


Rambus(Posted 2003) [#8]
Neo Genesis10, The model is all one chunk.. But The textures for it are in 3 pieces. Sorry for not understanding you... its probably becuase im an idiot ^_^. Can you please give me an example, thx


Neo Genesis10(Posted 2003) [#9]
Okay... lets say you had some heirarchy in your MAX file, like so:

-------------------
-UVW Mapping
	-Gizmo
-UVW Mapping
	-Gizmo
-UVW Mapping
	-Gizmo
+Cap Holes
+Edit Mesh
-------------------
It would collapse the exported file to the highest level, leaving you with a heirarchy like this:
-UVW Mapped, hole capped, edited mesh
Obviously, you dont see that in 3DS Max. But try importing your 3DS Mesh back into Max. You'll notice there is only one UVW map - the other two have been lost in the conversion. Besides, its easier to add the textures in 3DS Max and then just load it into Blitz all textured!


Rambus(Posted 2003) [#10]
Well turns out my real problem was the texture names were to long... >.<

Thx for the help guys :)