jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 4:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 5:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 6:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 7:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 10:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 11:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 4:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 5:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 6:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 7:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 10:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 11:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a



jrtolson@Posted: Tue Jan 30, 2007 3:55 pm :
ok i know my way around doom3editor, and i know lightwave like the back of my hand. problem im having is . . .

i can import my model easy enough tho for some reason i have to export as a lightwave 5 object, or otherwise it won't work. but the texture never shows.
as i understand from reading other posts, doom3 edit should import the diffuse texture by default, but its not working, if this works the way its supposed to the there is no need to uv bake?

as doom3 editor is very limited in modelling, can i make a whole map from lightwave and import (thinking nx01 style corridors)?

thanx i appreciate any help given :-)



Kamikazee@Posted: Tue Jan 30, 2007 4:29 pm :
Check which textures you used. The texture paths must not contain any space character, it's mostly sugested that you install Doom 3 in C:\Doom3\.

Or to quote it literally from iddevnet.com:
Quote:
The game will not allow spaces in the path name, so use an underscore ( _ ) in place of a space.



jrtolson@Posted: Tue Jan 30, 2007 5:44 pm :
hmmm, there are no spaces in the path, infact =

E:\Games\doom3\base\mytextures\test.tga

it doesn't seem to matter how i apply a texture in lightwave it just shows up as a black object in doom. i have tried

placing texture in different channels ie color//diffuse
naming surface the actual pathway to the texture
exporting different filetype, tho only one that works is lightwave 5 format
baking and applying a UV texture and using planer projection mapping

nothing seems to work, so is there an exporting issue? or could it be that the texture must reside in the proper doom folder

i just dunno :-(



rich_is_bored@Posted: Tue Jan 30, 2007 6:27 pm :
The surface name must match a material shader name.

For instance, name your surface "textures/ktest/concretetest" and so long as the model is comprised of triangles and UV mapped it will work in game.

The images referenced by the various surface channels are irrelevant. Doom 3 gathers all the texture information it needs from material shaders.



dONKEY@Posted: Tue Jan 30, 2007 9:36 pm :
As for can you import the entire map, yes. Visit http://www.quake3bits.com Kat is the undisputed king of making models into maps. You still need to enclose the model in caulk to close it off entirely from the void, and portalling is a problem as models can not be split by the vis process. Therefore it tends to be best to create a 'hull' from caulk and import this into your model making app. This can be used as a guide to build the model in. This way you can split your mesh(es) where visportals are required to be placed.
Two other things to consider are collision and bots. Models present issues with collision calculations sometimes, manifested as a horrid bug where players fall out of the map. As I have no experience at all with SP Q4 I cant comment on monster ai, but certainly MP bots as they exist atm have real issues with not being able to 'see' the model geometry. If the floor fits exactly ontop of caulk brushes they will navigate pretty well, but if the model is simply enclosed in a box they will struggle.



aph0x``@Posted: Tue Jan 30, 2007 10:06 pm :
it's very easy like rich_is_bored said ... don't apply the textures to the channels!

1. Select the geoemtry that will show your texture ..
2. make Surface
3. the name of the surface is the link to the shader which contains the diffuse, bump spec and heightmap
4. uvw map it
5. triple the object
6. save the file and it should work...

c
y
a