Outerra forum

Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: jskoker on September 09, 2014, 10:51:33 pm

Title: Importing with textures
Post by: jskoker on September 09, 2014, 10:51:33 pm
So dumb question, but is their any way we could get a script or something that would be able to export a material file from GMAX into the engine without needing to go in and manually add the stuff?  Or does it already do that and I'm an idiot, because I can't get it to work right ever.   ::)
Title: Re: Importing with textures
Post by: M7 on September 09, 2014, 11:21:54 pm
There's no way for the outerra importer to import the textures themself cause the textures  need to be convert to dds and be divisible par 4. I use  DDS converter 1.4 to convert jpg, pgn etc. to dds and it can resize a batch of textures to a power of two at the same time. If you have a lot of jpg or other format textures, it the fastest way i know to convert them.
Title: Re: Importing with textures
Post by: jskoker on September 10, 2014, 07:07:41 pm
I don't mean import the textures (title may have been poorly worded) I mean that when I go to export to the file could the material file (the ***.MTL file) already have the textures from 3DS Max already written into their proper position in the text so I can go straight from 3DS Max export to Outerra import?

Because its not supposed to look like his...   :P

(http://i.imgur.com/2TBJT0f.jpg)
Title: Re: Importing with textures
Post by: M7 on September 10, 2014, 11:21:16 pm
Well the outerra importer will write the albado texture with the .dds extention in the .mtl file. I dont think it could write down the roughness, normal, refrantance in the mtl if you had some in your max file. Not sure if that is your question.


Did you export a  dae file from max or an fbx?
Title: Re: Importing with textures
Post by: PytonPago on September 10, 2014, 11:54:08 pm
M7 has right, this seems that the the importer, in the .mtl file, didnt take the material parameters - you have to set them manually. (you will need to do that quite often when importing models, the importer recognizes only some basic materials)
Title: Re: Importing with textures
Post by: jskoker on September 11, 2014, 12:48:13 am
you will need to do that quite often when importing models, the importer recognizes only some basic materials
I think that's the big problem.  I'm using the OpenCollada exporter 2014 trying to export from Max 2015 and its just leaving the mtl file blank, so I need to fill it in manually, and keep filling in the wrong names for the materials (Hence the metallic 787 above).  Any word if their will be support for more textures soon and possibly for Max 2015?
Title: Re: Importing with textures
Post by: Levi on September 11, 2014, 02:56:51 am
I think that's the big problem.  I'm using the OpenCollada exporter 2014 trying to export from Max 2015 and its just leaving the mtl file blank, so I need to fill it in manually, and keep filling in the wrong names for the materials (Hence the metallic 787 above).  Any word if their will be support for more textures soon and possibly for Max 2015?
Here you have OpenCollada exporter for 3ds Max 2015: Download (http://www.mediafire.com/download/hmdnvnzp39dygz3/COLLADAMax2015.dle.zip)
I'm using it to export World2XPlane model library, and it works perfectly ;)

As for your problem with weird looking textures, try to only have albedo textures without roughness, normal or any other types, written in .mtl file. If after that it looks fine, I think that the problem is caused by normal and/or roughness textures. If that's the problem, then I would recommend you to take a look at the default Cessna for example, and see how those textures looks like, and compare with yours.
Title: Re: Importing with textures
Post by: zzz on September 11, 2014, 07:31:11 am
My albedo textures always exported from 3dsmax fine. Normal and specular I manually added.

One feature I'd like to see though is to be able to change the default values in the mtl file so I don't have to replace the f0 or reflection values every time.