Leon Posted August 16, 2014 Share Posted August 16, 2014 Hi I'm experimenting tand learning leadwerks and I learning to import static models for enviroments and I'm trying to import some dexsoft models specifically scifi corriidors.. I managed to import all assets and crete a polymesh for them. materials where automatically created but I managed them to apply additioal textures come with models like specular, emissive ect... So at this point I have some question about I must correctly place textures into material editor I know I must apply diffuse, normal, specular,, but for other textures I have heightmap, emissive, and opacity textures and I dont know where I must to place them to have them correctly dispaied I'm putting heightmap texture into dispacement field but emissive and opacity where must I put them?? specifically opacity textures that must give transparency for grates to filter th light where must I put these textures and wiich shader must i use to have them works correctly?? I just read all offical guide but not found answer to my questions.. some image this is the correct result I want to have these are some pictures of what I have now Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 16, 2014 Share Posted August 16, 2014 Textures using alpha transparceny need to be set to dxt5. In the material you also need to set the diffuse shader to diffuse+alphamask. This depends on whether the texture has black parts that need to be removed or whether it contains transparency. Quote Link to comment Share on other sites More sharing options...
Leon Posted August 16, 2014 Author Share Posted August 16, 2014 thanks ,I done waht you tom me and set the .op texture as dxt5 abnd set the shader as diffuse+alphamask but I continue to have the black hole into the grind that dont give me transaperency I need but what I dont know even if where must I place (what fiekd position,eg. displacemnt, texture5, texture6 etc) that texture into material editor... Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 16, 2014 Share Posted August 16, 2014 I am not sure since I haven't test tested it, but the there are 2 alpha mask shaders available. diffuse + normal+alphamask and Diffuse+normal+specular+alphamask. Since you provided a specular map, I would also choose the shader with the specular. If that doesnt work, remove the displacement map. Quote Link to comment Share on other sites More sharing options...
Leon Posted August 17, 2014 Author Share Posted August 17, 2014 doesnt work I have texture fo chain material chain_d chain_n chain_s chain_h chain_op in put chain_d into diffuse texture field chain_n unt normal texture field chain_s into specular texture field chain_h into displacement texture field...but I dot know if it is correct chain_op into texture 4 field but I dont know if it is correct too... but I have this result I tried with al shader but I always have the black border Quote Link to comment Share on other sites More sharing options...
shadmar Posted August 17, 2014 Share Posted August 17, 2014 What shader and blendmode are you using? Show the Properties tab. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Leon Posted August 17, 2014 Author Share Posted August 17, 2014 I tried with all shaders and all blendmodes..... in the image above blendmode was Solid... I know i wrong something but I dont know what...LOL Quote Link to comment Share on other sites More sharing options...
shadmar Posted August 17, 2014 Share Posted August 17, 2014 Show the Properties tab. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Leon Posted August 17, 2014 Author Share Posted August 17, 2014 solved ......manyThanks to mackkebee that is chat tell me waht I must do to I simply changed the diffuse texture to Dxt5 compression and applied the diffuse+normal+specular+alphamask.shader and all wordk fine a quesiton fo you shadmar... if I have and emissive txture where must it ( texture field in material editor) to correct diplay the effect?? macklebee tell me that engine dont hae emisive shader to default but I must downlaod your glossy shader..right?? and after I have th shader ...where must I place the texture and what setting must i to use??? thanks in advance.. Quote Link to comment Share on other sites More sharing options...
macklebee Posted August 17, 2014 Share Posted August 17, 2014 yeah i misspoke - was thinking of shadmar's glow that was in the workshop... I didnt see the emissive shader... for emissive the texture slot is 4 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
shadmar Posted August 17, 2014 Share Posted August 17, 2014 Glow shader is called : diffuse+normal+specular+emission.shader Glowmap goes in texture4 slot yes Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Leon Posted August 17, 2014 Author Share Posted August 17, 2014 ok... I obtained the texture transparency but If I put a light after a grate the light dont filter trought the grate holes as the grate is solid... Quote Link to comment Share on other sites More sharing options...
macklebee Posted August 17, 2014 Share Posted August 17, 2014 Use the 'shadow+alphamask.shader' for the material's shadow shader - just like it was setup for the chain.material. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Leon Posted August 17, 2014 Author Share Posted August 17, 2014 tried but doesnt work edit...work..not as _I guess b..ut works... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.