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lickylickylicky
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From my experience what you need to do is make sure you have the options to generate mipmaps for your .dds files (like cassius said) else your model appears all black in the model editor. The option should be there when you export. The textures will show as expected when you load in the world editor though.

 

Check your .mat file and make sure the correct file name and extension is there. I've had the problem where when you export (3DSMax) whatever file name and extension you set in max, is the one that is written to the file so open it with notepad or something and check and change the texture names to .dds if necessary.

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your zip file didnt contain a normal/bump map and it did not have the bumpmap shader assigned in the mat file - like was shown in the link i posted above. as for making normal/bump maps, any image software will do that for you... gimp, paint.net, photoshop...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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OK got it working. there were a couple of things.

 

1) forget the .mat you have, just delete it or something. Your .gmf model is not associated with any material (you have to do that yourself)

- Change your .dds to something more meaningful like boxTexture.dds (I know your only testing but that name was horrible =) )

- Copy the genmat.exe from your Leadwerks C:\Leadwerks Engine SDK\Tools to your model directory and run it. From that it will create a .mat with the same name as your model and associates it with the .gmf some how. Open up the mat and It should have your boxTexture.dds as the diffuse. Add this sample using the same texture as the normal map.

 

 

 

texture0="abstract::boxTexture.dds "

texture1="abstract::boxTexture.dds "

blend=0

depthmask=1

overlay=0

zsort=0

cullface=1

castshadows=1

specular=0.1

gloss=0.4

bumpscale=1.1

shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag"

shadowshader="abstract::mesh_shadow.vert"

 

2) I noticed in your original .mat you had the diffuse and normal maps added. The diffuse was fine but, just adding dot3 to the end of a texture name wont do anything unless you have the texture [texturename]dot3.dds in yoonur project. There is no automation there. I'm not sure so correct me if I'm wrong, but If you have a texture with dot3 at the end and you run the genmat.exe I think it might add the texture into the .mat as a normal map.

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- Copy the gentex.exe from your Leadwerks C:\Leadwerks Engine SDK\Tools to your model directory and run it. From that it will create a .mat with the same name as your model and associates it with the .gmf some how.

 

i assume you mean genmat.exe... and it only looks at the texture not the model to create the mat file... and yes it will automatically create a bumpmap MAT file if the normal map name ends with "dot3"

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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You don't actually need all of the settings in the material file as they will be set to their default values if not specified. For instance cullface defaults to 1.

 

So if you need any of these set to anything other than their default value then add the settings otherwise you can forget about them.

 

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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