YouGroove Posted July 29, 2011 Share Posted July 29, 2011 Well again with material editor ! I choosen a model (.gmf) in the viewer it said the surface material have a name like a texture. So i copied a file (.mat) and give the same name as the model (.gmf) , but the Model viewer always reference another non exsting material name ? I tried to modify the material file with material editor, but no way to choose the texture i want ! The material editor only references textures of engine installation ! So i do'nt know what to do ? I hope better Workflow for next version of the engine instead of using lot of different tools each time ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Roland Posted July 29, 2011 Share Posted July 29, 2011 Name it tio smae name as the diffuse (color) texture used in the gmf file but with the extension .mat Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
YouGroove Posted July 29, 2011 Author Share Posted July 29, 2011 My model is "tree.gmf" On model viewer it refrences :tree_RetopoGroup1_Default_color.mat so i renamed tree.mat to tree_RetopoGroup1_Default_color.mat. But no way in model viwer the texture do'nt appear And in model editor, there is no way to import the texture , it is limited to shaders and some shadow and other stuff ! It only display name of textures from engine directories it seems ? Well i'll retry later ! (But possibility to create new materials on the fly, choose any textures from nowhere, all that in one tool only would really be the must, i speak as more artist oriented workflow and less programmer) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted July 30, 2011 Share Posted July 30, 2011 You have to have the texture somewhere in the Leadwerks Engine SDK directory. You can change the path the tools use to load assets from in their settings file. LE3 uses a more drag and drop approach. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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