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model texture

Discussion in 'Modding' started by Nejispo, Apr 17, 2015.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Nejispo

    Nejispo Trainee Engineer

    Messages:
    31
    Hi there,
    I created a new model and for conversion to .mwm I used the old MWMBuilder from here and MwmBuilderGUI for setting input and output path. BUT in the game the model didn´t have any texture, it was just black.
    I checked the xml. file and .fbx model, DE and NS .dds textures, everything is correct.
    To make sure that I did the work correctly I created just a simple cube and I used textures from the game but the result was the same.
    I´m doing something wrong.
    Can somebody help me to find my mistakes? I uploaded the cube with all files here.

    I used Maya 2013 and Photoshop CS5.
    The MWMBuilder and Vrageeditor from ME mod SDK don´t work on my laptop.
     
  2. Quegga

    Quegga Trainee Engineer

    Messages:
    53
    Be sure to name the texture of the model correctly. So if your texture in Maya is named 'Texture1', you have to use '<Material Name="Texture1">' in the xml file.
     
  3. Cyrus Entia

    Cyrus Entia Trainee Engineer

    Messages:
    1
    I'm experiencing the same problems: My models are just black - nothing I do let's my textures show up. I'm not working with Maya, I'm on 3dsMax.

    I thought there might be a Problem with my Material in 3dsmax, but I THINK I'm right: The standard-materials name is "MaterialProjectile" and the Diffuse-Color settings points to my texture file "Projectile_Flat_M_de.dds". Model stays black.

    My XML file looks this way:

    Code:
    <?xml version="1.0"?>
    <Model Name="Default">
      <Parameter Name="Centered">false</Parameter>
      <Parameter Name="RescaleFactor">0.01</Parameter>
      <Parameter Name="RescaleToLengthInMeters">false</Parameter>
      <Parameter Name="SpecularPower">10</Parameter>
      <Parameter Name="SpecularShininess">0.8</Parameter>
      <Material Name="MaterialProjectile">
        <Parameter Name="SpecularIntensity">0</Parameter>
        <Parameter Name="SpecularPower">2</Parameter>
        <Parameter Name="DiffuseColorX">255</Parameter>
        <Parameter Name="DiffuseColorY">255</Parameter>
        <Parameter Name="DiffuseColorZ">255</Parameter>
        <Parameter Name="Technique">MESH</Parameter>
        <Parameter Name="DiffuseTexture">Textures\Projectile_Flat_M_de.dds</Parameter>
      </Material>
    </Model>
    Playing with these settings does not work either. What I noticed there: If I let the mwmbuilder create this XML-file, the path is set to .\Projectile_Flat_M_de.dds instead of Textures\Projectile_Flat_M_de.dds. I guess it's because max does not export the relative path by itself.

    I then read about the Materials somewhere, so I created a "Materials" subfolder in my Mods folder and added a new "TestMat.xml" with the following content:
    Code:
    <MaterialsLib Name="Stuff Materials">
      <Material Name="MaterialProjectile">
        <Parameter Name="SpecularIntensity">0</Parameter>
        <Parameter Name="SpecularPower">2</Parameter>
        <Parameter Name="DiffuseColorX">255</Parameter>
        <Parameter Name="DiffuseColorY">255</Parameter>
        <Parameter Name="DiffuseColorZ">255</Parameter>
        <Parameter Name="Technique">MESH</Parameter>
        <Parameter Name="DiffuseTexture">Textures\Projectile_Flat_M_de.dds</Parameter>
        <Parameter Name="ColorMetalTexture" />
        <Parameter Name="NormalGlossTexture" />
        <Parameter Name="AddMapsTexture" />
      </Material>
    </MaterialsLib>
    I did then change the models xml so it referenced the material by adding
    Code:
    <Material Ref="MaterialProjectile" />
    This way I got rid of the error saying there's no Material folder, but my model still stays black after this.

    Currently I've got no clue what's going wrong - maybe anybody could help?


    Oh, by the way: I tried loading the model in Space Engineers - it works! I guess ME got a new way of loading textures?
     
Thread Status:
This last post in this thread was made more than 31 days old.