ergonaut@Posted: Wed Mar 07, 2007 11:45 am :
Why oh why...

testburnedimp is the only skin that works (and the reflect thingie). I can't get either my own skin or any of the other doom skins to show on my in editor 'model .ase'



mikebart@Posted: Wed Mar 07, 2007 11:55 am :
you might want to show the .ase it could be a number of reasons but its probably because your .ase isnt targeting the right material in the .mtr



Lumpengnom@Posted: Wed Mar 07, 2007 2:34 pm :
Describing the problem a bit more detailed would help.



modern@Posted: Thu Mar 08, 2007 12:36 pm :
I name my diffuse texture whatever_d, and name the material whatever. Then I navigate to that image and load it into the 3ds max material. I usually reset the materiall editor slots so I dont get unwanted references in the .ase export.

Using the naming convention means that all you need do is open the .ase in a text editor, find the diffuse reference and delete both the "_d.tga" and the beginning of the reference so that it starts with \\base.



ergonaut@Posted: Thu Mar 08, 2007 2:54 pm :
Below is exactly what I've got....


-------------.skin file
textures/textures/boxmap/boxwall
{
textures/textures/boxmap/boxwall_d.tga
textures/textures/boxmap/boxwall_s.tga
textures/textures/boxmap/boxwall_local.tga
}

--------------,mtr file
textures/textures/boxmap/boxwall
{
qer_editorimage textures/textures/boxmap/boxwall_ed.tga
stone
shadows
noselfshadow
diffusemap textures/textures/boxmap/boxwall_d.tga
specularmap textures/textures/boxmap/boxwall_s.tga
bumpmap textures/textures/boxmap/boxwall_local.tga
}

--------.ase
*BITMAP "\\base\textures\textures\boxmap\boxwall.tga"

NB.
the tabs in notepad work.



6th Venom@Posted: Thu Mar 08, 2007 4:10 pm :
a) Your .ase MUST point to a mtr, not to a tga. (so here: *BITMAP "\\base\textures\textures\boxmap\boxwall")

b) Skins just tell what mtr will replace another one, so you must:
Code:
// yourcustomskin.skin

textures/textures/boxmap/boxwall  //name of the skin
{
textures/textures/boxmap/boxwall    textures/textures/boxmap/newboxwall 
//1st is the mtr that must be replaced by 2nd
}



ergonaut@Posted: Fri Mar 09, 2007 10:11 am :
[quote="6th Venom"]a) Your .ase MUST point to a .mtr, not to a .tga

so mine would read...
*BITMAP "\\base\materials\boxmap\boxmat"
the .mtr is boxmat.mtr and stored in that path

but I have done this and I just get warning can't load, isn't that because it is not an image file it is a text file. I get no load warnings the other way, but ofcourse it is not working properly. Ive looked through the doom zips and their .ase all have .tga.


NB. I have a directory setup as in doom but on an external drive, I dont have every thing in one folder or on c.





ps I guess this is why game creation involves artistist and programmers[/img]



6th Venom@Posted: Fri Mar 09, 2007 12:01 pm :
Thoooo! Sorry for missunderstood! :x

When i said Your .ase MUST point to a .mtr, not to a .tga, i had to precise not to your mtr file, but to a material definition into this file, like \\base\textures\textures\boxmap\boxwall here for you.

The game will not check in what mtr the materials are stored, so you can't point a mymaterials.mtr file directly.

Another thing important is that your ASE must have only one material inside (see *MATERIAL_COUNT 1 in it to check), cause if not, i think the engine automaticly take the last one.
(to be sure to export only one, check that you got only one material in your whole scene before exporting selected object)

And last, seams you don't need a skin file in your case, cause you just want to apply your original texture on your ase.
Skins are here to make different versions of a model, applying on it different variance of its texture. (like a orangesuitzombie, redsuitzombie, greysuitzombie, etc...)


:wink:



ergonaut@Posted: Wed Mar 07, 2007 11:45 am :
Why oh why...

testburnedimp is the only skin that works (and the reflect thingie). I can't get either my own skin or any of the other doom skins to show on my in editor 'model .ase'



mikebart@Posted: Wed Mar 07, 2007 11:55 am :
you might want to show the .ase it could be a number of reasons but its probably because your .ase isnt targeting the right material in the .mtr



Lumpengnom@Posted: Wed Mar 07, 2007 2:34 pm :
Describing the problem a bit more detailed would help.



modern@Posted: Thu Mar 08, 2007 12:36 pm :
I name my diffuse texture whatever_d, and name the material whatever. Then I navigate to that image and load it into the 3ds max material. I usually reset the materiall editor slots so I dont get unwanted references in the .ase export.

Using the naming convention means that all you need do is open the .ase in a text editor, find the diffuse reference and delete both the "_d.tga" and the beginning of the reference so that it starts with \\base.



ergonaut@Posted: Thu Mar 08, 2007 2:54 pm :
Below is exactly what I've got....


-------------.skin file
textures/textures/boxmap/boxwall
{
textures/textures/boxmap/boxwall_d.tga
textures/textures/boxmap/boxwall_s.tga
textures/textures/boxmap/boxwall_local.tga
}

--------------,mtr file
textures/textures/boxmap/boxwall
{
qer_editorimage textures/textures/boxmap/boxwall_ed.tga
stone
shadows
noselfshadow
diffusemap textures/textures/boxmap/boxwall_d.tga
specularmap textures/textures/boxmap/boxwall_s.tga
bumpmap textures/textures/boxmap/boxwall_local.tga
}

--------.ase
*BITMAP "\\base\textures\textures\boxmap\boxwall.tga"

NB.
the tabs in notepad work.



6th Venom@Posted: Thu Mar 08, 2007 4:10 pm :
a) Your .ase MUST point to a mtr, not to a tga. (so here: *BITMAP "\\base\textures\textures\boxmap\boxwall")

b) Skins just tell what mtr will replace another one, so you must:
Code:
// yourcustomskin.skin

textures/textures/boxmap/boxwall  //name of the skin
{
textures/textures/boxmap/boxwall    textures/textures/boxmap/newboxwall 
//1st is the mtr that must be replaced by 2nd
}



ergonaut@Posted: Fri Mar 09, 2007 10:11 am :
[quote="6th Venom"]a) Your .ase MUST point to a .mtr, not to a .tga

so mine would read...
*BITMAP "\\base\materials\boxmap\boxmat"
the .mtr is boxmat.mtr and stored in that path

but I have done this and I just get warning can't load, isn't that because it is not an image file it is a text file. I get no load warnings the other way, but ofcourse it is not working properly. Ive looked through the doom zips and their .ase all have .tga.


NB. I have a directory setup as in doom but on an external drive, I dont have every thing in one folder or on c.





ps I guess this is why game creation involves artistist and programmers[/img]



6th Venom@Posted: Fri Mar 09, 2007 12:01 pm :
Thoooo! Sorry for missunderstood! :x

When i said Your .ase MUST point to a .mtr, not to a .tga, i had to precise not to your mtr file, but to a material definition into this file, like \\base\textures\textures\boxmap\boxwall here for you.

The game will not check in what mtr the materials are stored, so you can't point a mymaterials.mtr file directly.

Another thing important is that your ASE must have only one material inside (see *MATERIAL_COUNT 1 in it to check), cause if not, i think the engine automaticly take the last one.
(to be sure to export only one, check that you got only one material in your whole scene before exporting selected object)

And last, seams you don't need a skin file in your case, cause you just want to apply your original texture on your ase.
Skins are here to make different versions of a model, applying on it different variance of its texture. (like a orangesuitzombie, redsuitzombie, greysuitzombie, etc...)


:wink: