Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 3:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 6:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 7:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 10:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 6:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 8:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 8:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 3:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 3:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 6:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 7:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 10:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 6:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 8:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 8:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 3:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked



Enforcer@Posted: Sat Sep 01, 2007 2:03 am :
I'm working on getting multiple textures on a model so i'm using Lightwave to export mapobject that have multiple images to .lwo format. But when i load the model in radiant the textures aren't as they should be.

I made a tree and it was exported to .obj then loaded into Lightwave.

http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i went to surface properties and changed the paths

http://quake4arena.planetquake.gamespy. ... _paths.JPG

then went into each image path and changed from planar to uv

http://quake4arena.planetquake.gamespy. ... _color.JPG
http://quake4arena.planetquake.gamespy. ... _color.JPG

looks like it should in the viewport
http://quake4arena.planetquake.gamespy. ... xtured.JPG

then i export it to .lwo format, load it up in radiant and heres what it looks like

http://quake4arena.planetquake.gamespy. ... adiant.JPG
http://quake4arena.planetquake.gamespy. ... ndered.JPG

here's a very plain mtr file
Code:
models/mapobjects/trees/green_branches_01
{
   noshadows
   diffusemap models/mapobjects/trees/green_branches_01.tga

}

model/mapobjects/trees/trunk_01
{
   diffusemap models/mapobjects/trees/trunk_01.tga
}


and here's links to the .tga images
Leaves
Trunk

Am i doing something wrong? Cause i've tried a couple different ways and it still doesn't work.



rich_is_bored@Posted: Sat Sep 01, 2007 5:26 am :
How things appear in the editor is not necessarily an indication of how they will appear in the game. Hell, it doesn't even look like your using real-time preview.



Enforcer@Posted: Sat Sep 01, 2007 6:48 am :
http://quake4arena.planetquake.gamespy. ... ndered.JPG

that 1 is rendered in the editor, ill try actually loading up the map ingame and see how it looks (fingers crossed )

Edited:
nope loaded up quake4 (not the editor) and same results looks exactly the same.

now if i export to ase it works fine with the exception that ase only supports 1 image on the model. Any idea's on the prob?


Edited Again:
Ok i fixed it, i was using export to LWO 5.6 and that apparently doesnt work (it doesnt save the uvmap) so i saved it as an object just adding the .lwo to the end of the file name and presto it works.

I read that on the forum just before i tried it (thx to whomever posted it)



BNA!@Posted: Sat Sep 01, 2007 9:42 am :
Does your model use a normal map? And contain the leav images an alpha channel for transparency?

I cannot open the files and look for myself.



Enforcer@Posted: Sat Sep 01, 2007 5:55 pm :
No normal maps or specmaps yet and yes alpha in the leaves. Infact i had to edit the tga to fix the aplha and it i did get it all to work with the exception of the trunk which seems overbright on certain models. Still playing around with it but this is good cause i'm learning more and moving forward on my project

ill try to get some shots of the model semi or fully working



Enforcer@Posted: Sat Sep 01, 2007 7:02 pm :
k heres what it looks like semi working, i says semi as the mtr file must b wrong because the leaves are autolit for some reason and its probably my fault cause i'm horrible at writing mtr files

Image

heres the mtr

Code:
models/mapobjects/trees/greenbranch_01
{
   noshadows

   //bumpmap addnormals (models/mapobjects/trees/greenbranch_01_local, heightmap (models/mapobjects/trees/greenbranch_01_h, 1 ) )
   //specularmap   models/mapobjects/trees/greenbranch_01_s

   {       
           blend blend
           maskalpha
      map      models/mapobjects/trees/greenbranch_01.tga
   }   

}



g0th@Posted: Sat Sep 01, 2007 7:44 pm :
try to use it with alphaTest instead

Code:
{   
      blend    diffusemap
      map    models/mapobjects/trees/greenbranch_01.tga
      alphaTest 0.5
}



Enforcer@Posted: Mon Sep 03, 2007 2:17 am :
thx that worked