Kavex Posted January 12, 2014 Share Posted January 12, 2014 This part always eludes me in game engines. So I wanted to test out some models (trees) in leadwerks so I ported an old .3ds file to .fbx In the .3ds i just have the jpgs/pngs as the textures but I can't figure out how to set the images up as a.mat to apply them to the model. So I noticed I could make a new mat within leadwerks but If I try to apply the jpg/png to it then nothing shows up on the mat face. https://docs.google.com/file/d/0B4vSLH5ECFDgMHZRQkFBUFZUbG8 Quote Steam Profile /r/Leadwerks Link to comment Share on other sites More sharing options...
nate066 Posted January 12, 2014 Share Posted January 12, 2014 This part always eludes me in game engines. So I wanted to test out some models (trees) in leadwerks so I ported an old .3ds file to .fbx In the .3ds i just have the jpgs/pngs as the textures but I can't figure out how to set the images up as a.mat to apply them to the model. So I noticed I could make a new mat within leadwerks but If I try to apply the jpg/png to it then nothing shows up on the mat face. https://docs.google.com/file/d/0B4vSLH5ECFDgMHZRQkFBUFZUbG8 you need to select a shader. If you only have diffuse texture use the diffuse.shader if you have diffuse+normal use the diffuse+normal.shader and so on. Quote Link to comment Share on other sites More sharing options...
Kavex Posted January 12, 2014 Author Share Posted January 12, 2014 Yep that was the missing element Quote Steam Profile /r/Leadwerks Link to comment Share on other sites More sharing options...
DudeAwesome Posted January 12, 2014 Share Posted January 12, 2014 Is there a Chance that leadwerks will Autoselect shaders ? Like diffuse-normal-spec textures are set leadwerks set automaticly the correct default shader. (Maybe defaults editable from settings) and default shadow shader. Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 12, 2014 Share Posted January 12, 2014 It already does. It can make a distinction between diffuse, normal and specular. Have a look at the barrels model folder. If you would remove the material and recreate it, you will notice the shaders are picked up automatically. I believe this is done via its name. 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.