Andy Gilbert Posted March 7, 2013 Share Posted March 7, 2013 Hi, how do i assign multiple diffuse textures to parts of a model in Leadwerks 3. I have one model that has 3 diffuse textures for different parts, in LE2 you would have 3 mat files? In LE3 i see different texture slows but cant seem to get them to do anything? Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted March 7, 2013 Share Posted March 7, 2013 there's probably several ways to do it... here's the way i get multiple diffuse textures on a single object... 1 - build each component of the model with its associated texture... 2 - load the model parts in UU3D, merging each one to combine me as a single assembly... 3 - change the group and material names in UU3D to delete the file extensions... 4 - export as .gmf 5 - load model into model viewer and look at the surfaces to see which mat file each one refers to... the different components and their textures will show up here... 6 - write the mat files for each... a typical one would look like this... texture0="abstract::RustIron3.dds" texture1="abstract::RustIron3Dot3.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" --Mike Quote Link to comment Share on other sites More sharing options...
Andy Gilbert Posted March 7, 2013 Author Share Posted March 7, 2013 Hi Red, correct me if im wrong but isnt that for LE2? Im wanting to know for Leadwerks 3. Its easy in LE2 Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted March 7, 2013 Share Posted March 7, 2013 delete steps 5 and 6 for Leadwerks 3... just copy over the folder and tell the Editor to generate a material file for each texture... 3 saves you the job of doing it manually... --Mike Quote Link to comment Share on other sites More sharing options...
Josh Posted March 7, 2013 Share Posted March 7, 2013 Open the model in the model editor by double-clicking the icon. Drag a material file onto the surface you want it applied to. Press the save button in the model editor toolbar to resave your model. I was just fixing a problem with material paths yesterday, so the new material might not show up until I upload the next build. To create a material from a texture, right-click on its thumbnail and select the Generate Material menu item. Choose a dynamic lighting material and it will be created for your texture. The editor will take a pretty good guess at which file is the normal map, if one exists. 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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