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Create a material files for any textures used?


Eagle
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Josh told me this;

"There's a GMF exporter for it now (we where talking about 3DWS), although you still have to create your material files for any textures you use"

Can one of you tell me what a material file is? I didn't want to ask Josh because I was ashamed I didn't know and he probably already thinks I'm a total retard. LOL! :)

 

any help would be great~

Always~

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http://www.leadwerks.com/wiki/index.php?title=Materials

http://www.leadwerks.com/files/Tutorials/CPP/Materials_And_Shaders.wmv

http://www.leadwerks.com/files/Tutorials/CPP/Materials_And_Shaders.pdf

 

Basically, it's a plain text file that holds all the information relating to how the model should be rendered. Which textures and shaders are used for the rendering and so on...

LE Version: 2.50 (Eventually)

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Yeah, a material file is just more than just a single diffuse texture (=the real texture, which has the colored pixels), because a model's texture is usually not only different shiny colors, but also a normal map (=like bumpmap) so it can have some fake details, and specular map so that it can shine when the sun shines on it. And many more things. But you probably know all that already, since you've developed some cool games, and just didn't know what a material file in LE2 is.

 

Actually thinking of it, a material file should also contain links to sounds, because a material is not only visual, but also audio. And smell of course, but the OpenSmell APl is not ready yet.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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You guys are awesome! Thanks for the info this is just what I needed~~~ I thought it was a file you created in c++ that contained all the path information for the textures relating to each model. I have worked with engines where you actually have to do that for every piece of the model.

 

Always~

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Wow, those engines must suck. I'm happy with LE2 because it's so easy and logical. I can just code whatever I want, and don't have to learn how to do it in the engine, because the engine does it exactly how I want.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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You can use Genmat ( in tools folder ) to automaticaly generate a mat file for every texture in a folder. Just place a copy of genmat in the folder and double click. It is ok for background textures but not character textures.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

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