OnlyOneKenobi@Posted: Mon Jan 22, 2007 8:25 am :
I downloaded the megatexture mod from filefront yesterday and wanted to create my own map with terrain etc. I noticed that the terrain from the mod is an LWO file

I created my landscape in 3dsmax and exported it to landscape01.ase, since 3dmax doesn't support .lwo

I created the megatexture from a large tga and wrote the material shader the same as the one included with the megatexture mod, only substituting the name for the name I had used. I also setup the .ase file with the bitmap path as \\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01

When I view the landscape in Doom, it appears black and untextured. Did I miss something, or can't .ase files be used with Megatextures?



Tron@Posted: Mon Jan 22, 2007 9:09 am :
I'm using a .ase exported from max for my project and it works fine. Sounds like you have got the paths wrong. Have you tried changing the material to a standard texture to make sure the models exported correctly?



OnlyOneKenobi@Posted: Mon Jan 22, 2007 9:19 am :
Nope, was going to try that but had to come to work :lol:

Will try tonight. I'm relieved it works with ase files, spent all day downloading the mod - would have been a bummer if the problem was the model format



Tron@Posted: Mon Jan 22, 2007 9:33 am :
OnlyOneKenobi wrote:
I created the megatexture from a large tga and wrote the material shader the same as the one included with the megatexture mod, only substituting the name for the name I had used. I also setup the .ase file with the bitmap path as \\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01


Reading your post again, it looks like that is your problem, it seems you are not using the same name in the model file and for your material. :)



6th Venom@Posted: Mon Jan 22, 2007 12:15 pm :
Quote:
\\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01



OnlyOneKenobi@Posted: Mon Jan 29, 2007 10:10 am :
The problem was when I exported the mesh as an .ase from 3dmax, I forgot to check the button to apply the UV Mapping coordinates.

I do have a different problem now.

The Megatexture does not apply correctly to the UV map coordinates on my mesh. Eg, where there's supposed to be grass, there's dirt instead, etc. - it's like the texture is flipped or rotated incorrectly with relation to the model.

I tested the models uv' coords by applying a normal diffusemap on it ( from the TGA I used to create the megatexture from ) and when using the diffusemap it is applied correctly on the model.



Tron@Posted: Mon Jan 29, 2007 10:36 am :
I think there is a strange thing in the D3 megatexture generation code where it flips the image. It is annoying but a simple fix, just either scale the material by -1 in the neccesary axis in the material or .ase :)



OnlyOneKenobi@Posted: Sat Feb 24, 2007 12:42 pm :
It seems I have a new problem now.

These huge black squares appear ingame, across the terrain when moving around on my landscape. When I move to a new section of the map, the black square follows.

This is the material for my megatexture :

Code:

megatexture/doomed
{
   qer_editorimage megatextures\doomed_preview
   {
      blend filter
   
      megaTexture doomed.mega
      
   }
{
map _white
blend diffusemap
}   
}


I don't think there's anything wrong with my material because I have used it like this before.

On a side note,

I have been using Inolen's fresnel water shaders and I've also been getting all kinds of errors with my water shaders not reflecting things correctly, it also just appears black.



OnlyOneKenobi@Posted: Mon Jan 22, 2007 8:25 am :
I downloaded the megatexture mod from filefront yesterday and wanted to create my own map with terrain etc. I noticed that the terrain from the mod is an LWO file

I created my landscape in 3dsmax and exported it to landscape01.ase, since 3dmax doesn't support .lwo

I created the megatexture from a large tga and wrote the material shader the same as the one included with the megatexture mod, only substituting the name for the name I had used. I also setup the .ase file with the bitmap path as \\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01

When I view the landscape in Doom, it appears black and untextured. Did I miss something, or can't .ase files be used with Megatextures?



Tron@Posted: Mon Jan 22, 2007 9:09 am :
I'm using a .ase exported from max for my project and it works fine. Sounds like you have got the paths wrong. Have you tried changing the material to a standard texture to make sure the models exported correctly?



OnlyOneKenobi@Posted: Mon Jan 22, 2007 9:19 am :
Nope, was going to try that but had to come to work :lol:

Will try tonight. I'm relieved it works with ase files, spent all day downloading the mod - would have been a bummer if the problem was the model format



Tron@Posted: Mon Jan 22, 2007 9:33 am :
OnlyOneKenobi wrote:
I created the megatexture from a large tga and wrote the material shader the same as the one included with the megatexture mod, only substituting the name for the name I had used. I also setup the .ase file with the bitmap path as \\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01


Reading your post again, it looks like that is your problem, it seems you are not using the same name in the model file and for your material. :)



6th Venom@Posted: Mon Jan 22, 2007 12:15 pm :
Quote:
\\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01



OnlyOneKenobi@Posted: Mon Jan 29, 2007 10:10 am :
The problem was when I exported the mesh as an .ase from 3dmax, I forgot to check the button to apply the UV Mapping coordinates.

I do have a different problem now.

The Megatexture does not apply correctly to the UV map coordinates on my mesh. Eg, where there's supposed to be grass, there's dirt instead, etc. - it's like the texture is flipped or rotated incorrectly with relation to the model.

I tested the models uv' coords by applying a normal diffusemap on it ( from the TGA I used to create the megatexture from ) and when using the diffusemap it is applied correctly on the model.



Tron@Posted: Mon Jan 29, 2007 10:36 am :
I think there is a strange thing in the D3 megatexture generation code where it flips the image. It is annoying but a simple fix, just either scale the material by -1 in the neccesary axis in the material or .ase :)



OnlyOneKenobi@Posted: Sat Feb 24, 2007 12:42 pm :
It seems I have a new problem now.

These huge black squares appear ingame, across the terrain when moving around on my landscape. When I move to a new section of the map, the black square follows.

This is the material for my megatexture :

Code:

megatexture/doomed
{
   qer_editorimage megatextures\doomed_preview
   {
      blend filter
   
      megaTexture doomed.mega
      
   }
{
map _white
blend diffusemap
}   
}


I don't think there's anything wrong with my material because I have used it like this before.

On a side note,

I have been using Inolen's fresnel water shaders and I've also been getting all kinds of errors with my water shaders not reflecting things correctly, it also just appears black.



OnlyOneKenobi@Posted: Mon Jan 22, 2007 8:25 am :
I downloaded the megatexture mod from filefront yesterday and wanted to create my own map with terrain etc. I noticed that the terrain from the mod is an LWO file

I created my landscape in 3dsmax and exported it to landscape01.ase, since 3dmax doesn't support .lwo

I created the megatexture from a large tga and wrote the material shader the same as the one included with the megatexture mod, only substituting the name for the name I had used. I also setup the .ase file with the bitmap path as \\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01

When I view the landscape in Doom, it appears black and untextured. Did I miss something, or can't .ase files be used with Megatextures?



Tron@Posted: Mon Jan 22, 2007 9:09 am :
I'm using a .ase exported from max for my project and it works fine. Sounds like you have got the paths wrong. Have you tried changing the material to a standard texture to make sure the models exported correctly?



OnlyOneKenobi@Posted: Mon Jan 22, 2007 9:19 am :
Nope, was going to try that but had to come to work :lol:

Will try tonight. I'm relieved it works with ase files, spent all day downloading the mod - would have been a bummer if the problem was the model format



Tron@Posted: Mon Jan 22, 2007 9:33 am :
OnlyOneKenobi wrote:
I created the megatexture from a large tga and wrote the material shader the same as the one included with the megatexture mod, only substituting the name for the name I had used. I also setup the .ase file with the bitmap path as \\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01


Reading your post again, it looks like that is your problem, it seems you are not using the same name in the model file and for your material. :)



6th Venom@Posted: Mon Jan 22, 2007 12:15 pm :
Quote:
\\base\megatextures\landscape01 so that it can be referenced in the .mtr file as landscape01



OnlyOneKenobi@Posted: Mon Jan 29, 2007 10:10 am :
The problem was when I exported the mesh as an .ase from 3dmax, I forgot to check the button to apply the UV Mapping coordinates.

I do have a different problem now.

The Megatexture does not apply correctly to the UV map coordinates on my mesh. Eg, where there's supposed to be grass, there's dirt instead, etc. - it's like the texture is flipped or rotated incorrectly with relation to the model.

I tested the models uv' coords by applying a normal diffusemap on it ( from the TGA I used to create the megatexture from ) and when using the diffusemap it is applied correctly on the model.



Tron@Posted: Mon Jan 29, 2007 10:36 am :
I think there is a strange thing in the D3 megatexture generation code where it flips the image. It is annoying but a simple fix, just either scale the material by -1 in the neccesary axis in the material or .ase :)



OnlyOneKenobi@Posted: Sat Feb 24, 2007 12:42 pm :
It seems I have a new problem now.

These huge black squares appear ingame, across the terrain when moving around on my landscape. When I move to a new section of the map, the black square follows.

This is the material for my megatexture :

Code:

megatexture/doomed
{
   qer_editorimage megatextures\doomed_preview
   {
      blend filter
   
      megaTexture doomed.mega
      
   }
{
map _white
blend diffusemap
}   
}


I don't think there's anything wrong with my material because I have used it like this before.

On a side note,

I have been using Inolen's fresnel water shaders and I've also been getting all kinds of errors with my water shaders not reflecting things correctly, it also just appears black.