Meshes with Multi Sub Object Textures From 3DS Max
Blitz3D Forums/Blitz3D Programming/Meshes with Multi Sub Object Textures From 3DS Max
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Hi, I've created a level map (mesh) using 3D Studio Max and applied textures using Max's Multi-Sub Object Materials. Then, I exported it using B3D Pipeline to a standard .b3d file. The model loads into my engine but the textures don't. Do I have to loop through each child surface in the B3D file hierarchy and apply the textures using the 'EntityTexture' command, or is there something stupifyingly simple that I've neglected to do here? Thanks in advance, Rogue Vector |
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Are you using the b3dpipeline Blitz3D brush materials in max? You might want to post on the b3dpipeline forum: http://playerfactory.proboards25.com/index.cgi?board=b3dpipe |
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No, the Blitz 3D Brush material only has 7 texture layers. My level map has 117 different textures. Regards, Rogue Vector |
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If you use the 117 textures as 117 seperate maps using diffuse mapping with a texture file n the same folder like the mesh with legal 8.3 filename, it should work and the 117 maps should be accessible as surfaces. |
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texture layers do not mean surfaces... they are two totally different things. You can have a level with 666 separate textures if you want. |
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what nasty conspiration is that again? 8/ |