Shadowflamez@Posted: Wed Aug 13, 2008 7:10 pm :
Hi everyone.

What is this time:

I cannot apply the diffuse,bump and specular textures to my let it's call "Medic box" model.The file is in ".ase" format and I place it in doom 3\base\models.

I set the texture patch of the model like that:

Code:
*3DSMAX_ASCIIEXPORT   200
*COMMENT "AsciiExport Version  2,00 - Wed Aug 13 18:14:26 2008"
*SCENE {
   *SCENE_FILENAME "LargeMedicBox.max"
   *SCENE_FIRSTFRAME 0
   *SCENE_LASTFRAME 100
   *SCENE_FRAMESPEED 30
   *SCENE_TICKSPERFRAME 160
   *SCENE_BACKGROUND_STATIC 0.0000   0.0000   0.0000
   *SCENE_AMBIENT_STATIC 0.0000   0.0000   0.0000
}
*MATERIAL_LIST {
   *MATERIAL_COUNT 1
   *MATERIAL 0 {
      *MATERIAL_NAME "LargeMedicBox_d"
      *MATERIAL_CLASS "Standard"
      *MATERIAL_AMBIENT 0.5882   0.5882   0.5882
      *MATERIAL_DIFFUSE 0.5882   0.5882   0.5882
      *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
      *MATERIAL_SHINE 0.1000
      *MATERIAL_SHINESTRENGTH 0.0000
      *MATERIAL_TRANSPARENCY 0.0000
      *MATERIAL_WIRESIZE 1.0000
      *MATERIAL_SHADING Blinn
      *MATERIAL_XP_FALLOFF 0.0000
      *MATERIAL_SELFILLUM 0.0000
      *MATERIAL_FALLOFF In
      *MATERIAL_XP_TYPE Filter
      *MAP_DIFFUSE {
         *MAP_NAME "LargeMedicBox_d"
         *MAP_CLASS "Bitmap"
         *MAP_SUBNO 1
         *MAP_AMOUNT 1.0000
         *BITMAP "textures/Doom_2/LargeMedicBox_d.tga"   -  //  patch of the diffuse map
         *MAP_TYPE Screen
         *UVW_U_OFFSET 0.0000
         *UVW_V_OFFSET 0.0000
         *UVW_U_TILING 1.0000
         *UVW_V_TILING 1.0000
         *UVW_ANGLE 0.0000
         *UVW_BLUR 1.0000
         *UVW_BLUR_OFFSET 0.0000
         *UVW_NOUSE_AMT 1.0000
         *UVW_NOISE_SIZE 1.0000
         *UVW_NOISE_LEVEL 1
         *UVW_NOISE_PHASE 0.0000
         *BITMAP_FILTER Pyramidal
      }
      *MAP_SHINE {
         *MAP_NAME "LargeMedicBox_s"
         *MAP_CLASS "Bitmap"
         *MAP_SUBNO 3
         *MAP_AMOUNT 1.0000
         *BITMAP "textures\Doom_2\LargeMedicBox_s.tga"  - //  patch of the specular map
         *MAP_TYPE Screen
         *UVW_U_OFFSET 0.0000
         *UVW_V_OFFSET 0.0000
         *UVW_U_TILING 1.0000
         *UVW_V_TILING 1.0000
         *UVW_ANGLE 0.0000
         *UVW_BLUR 1.0000
         *UVW_BLUR_OFFSET 0.0000
         *UVW_NOUSE_AMT 1.0000
         *UVW_NOISE_SIZE 1.0000
         *UVW_NOISE_LEVEL 1
         *UVW_NOISE_PHASE 0.0000
         *BITMAP_FILTER Pyramidal
      }
      *MAP_BUMP {
         *MAP_NAME "LargeMedicBox_local"
         *MAP_CLASS "Normal Bump"
         *MAP_SUBNO 8
         *MAP_AMOUNT 1.0000
         *MAP_GENERIC {
            *MAP_NAME "Map #2"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 0
            *MAP_AMOUNT 1.0000
            *BITMAP "textures\Doom_2\LargeMedicBox_local.tga"  - //  patch of the bump
            *MAP_TYPE Screen
            *UVW_U_OFFSET 0.0000
            *UVW_V_OFFSET 0.0000
            *UVW_U_TILING 1.0000
            *UVW_V_TILING 1.0000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
   }
}
*GEOMOBJECT {
   *NODE_NAME "Large_Medic_box"
   *NODE_TM {
      *NODE_NAME "Large_Medic_box"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 -0.0000   0.2746   0.0000
      *TM_ROW1 0.0000   0.0000   0.2746
      *TM_ROW2 -0.2746   -0.0000   0.0000
      *TM_ROW3 0.0524   -0.0322   9.7755
      *TM_POS 0.0524   -0.0322   9.7755
      *TM_ROTAXIS -0.5774   0.5774   -0.5774
      *TM_ROTANGLE 4.1888
      *TM_SCALE 0.2746   0.2746   0.2746
      *TM_SCALEAXIS 0.0000   0.0000   0.0000
      *TM_SCALEAXISANG 0.0000
   }


Here is the material description:

Code:
models/LargeMedicBox
{


qer_editorimage   textures/doom_2/LargeMedicbox_ed.tga     


diffusemap        textures/doom_2/LargeMedicbox_d.tga     

specularmap       textures/doom_2/LargeMedicbox_s.tga     

bumpmap           textures/doom_2/LargeMedicbox_local.tga 


}


The file is saved in doom 3\base\materials\doom_2.mtr - ("doom_2" because I'm saving everything there i don't know if it must be whit the same name as the textures or the model. )

The texture files are saved in doom 3\base\textures\ - ("LargeMedicbox_d.tga", "_s" and "_local")


When I import the model in the editor it works fine except the fact that is complete black :D.

I'm receiving following error from the console of the editor:

Code:
WARNING: Couldn't load image: _emptyname
WARNING: idFileSystem::OSPathToRelativePath failed on textures/Doom_2/LargeMedicBox_d.tga


Maybe I'm missing something... I don't know.... trying everything in my mind already and I'm little confused :).

Thank you.



rich_is_bored@Posted: Wed Aug 13, 2008 10:03 pm :
That's not how texturing works. You have to reference a material shader, not the individual images.

For reference, if you've ever played around with the map editor, you'll notice that when you assign a texture to a brush you don't tell it to use this diffuse map, this specular map, and this normal map. Instead you tell it what material to use because it's the material shader that specifies what image maps to use.



bladeghost@Posted: Wed Aug 13, 2008 10:16 pm :
see where it says BITMAP: textures/blah blah blah that needs to read

Code:
*BITMAP "\\base\textures\yourfolder\yourtexture"


replace yourfolder and yourtexture with whatever the proper names your folder and texture is that should take care of the black model problem.
and there should only be one line referencing a texture not 3 like rich stated.



Shadowflamez@Posted: Thu Aug 14, 2008 12:02 pm :
That's fix the problem but only when I type "_d" at the end of the bitmap patch.If I write for example "Largemedicbox" whitout "_d" the editor cannot load it.I have watching some video tutorials where the author delete that "_d" and the editor load the image of the model.In my case that don't work.

So I have loaded the image of the model whit "_d" at the end of the patch but I can't load the bump and the specular.And in all video tutorials and practice I can't find a way to load it.My ".mtr" file contains all diffuse,specular and bump tgas.But only the diffuse map is displaying.I have deleted other two texture patch of the specular and bump in my "ase" file too.Now there is only the diffuse texture.



BloodRayne@Posted: Thu Aug 14, 2008 12:51 pm :
Shadowflamez wrote:
That's fix the problem but only when I type "_d" at the end of the bitmap patch.If I write for example "Largemedicbox" whitout "_d" the editor cannot load it.I have watching some video tutorials where the author delete that "_d" and the editor load the image of the model.In my case that don't work.

So I have loaded the image of the model whit "_d" at the end of the patch but I can't load the bump and the specular.And in all video tutorials and practice I can't find a way to load it.My ".mtr" file contains all diffuse,specular and bump tgas.But only the diffuse map is displaying.I have deleted other two texture patch of the specular and bump in my "ase" file too.Now there is only the diffuse texture.


Doom3 models do not reference texturefiles directly, you reference a material definition (also called material decl or simply 'material'). In a material definition you point to the bump, specular and diffusemap files as well as handle any special texture effects. So all you do inside the model is reference that material definition.

An example, you place this definition inside a material file in the materials directory (perhaps called custom_models.mtr) :

Code:
material mysupercoolmodelbox {
      diffusemap   textures/mymod/box_d.tga
      specularmap  textures/mymod/box_s.tga
      bumpmap   textures/mymod/box_l.tga
}


Note that the textures themselves can be named anything, and the _d, _s and _l suffixes are just there to clarify things for the artists.
What you reference to inside the model is the definition of this material, in this case mysupercoolmodelbox. No additions, no _d or anything.

Read this link first, before asking more questions: http://www.iddevnet.com/doom3/materials.php it's the manual for modding, that any modder needs to read before starting to mod.



Shadowflamez@Posted: Thu Aug 14, 2008 3:40 pm :
Thank you I fix it.



Doomguy87@Posted: Sat Aug 16, 2008 5:50 am :
mine is semi working, my texture has a patternImagebut it turns out one colour during render and ingame and it has a diffuse and bumpmap. :?



6th Venom@Posted: Sat Aug 16, 2008 11:04 am :
Did you remove the ".tga" at the *BITMAP "\\base\textures\yourfolder\yourtexture" line (ASE)?
You must do it to refer to the material, and not the tga.



Shadowflamez@Posted: Sat Aug 16, 2008 11:42 am :
I Fix that already :).Look at my previous post up.

However I have different problem this time.

I'm trying to make a transparent monster_demon_pinky and... I make it perfectly.

Image

But... the bullets are passing through him.They pass through all material of the model that use this texture.For an example If I use this texture on the body only then I must shoot it in to the metal legs because only there it's taking damage.So this transparent material changing somehow some kind of parameters that prevent let's call it "the hurt event" of the model.
You can guess what's happening when I dress him completly.


I'm using material code:

Code:
textures/doom_2/Shadow
{
      noSelfShadow
      noshadows
      translucent
      forceoverlays
      flesh


qer_editorimage  textures/doom_2/Shadow_ed.tga

{
       
                Program           heatHaze.vfp
                vertexParm              0       time * 0 , time * 0 // texture scrolling
                vertexParm              1       .5        // magnitude of the distortion
                fragmentProgram         heatHaze.vfp
                fragmentMap             0       _currentRender
                      
             
        }
   {   
      maskcolor            
        map makealpha(textures/doom_2/Shadow_glass)
   }   
   {
       blend gl_dst_alpha, gl_one
       maskalpha
          cubeMap      env/gen2
      red   Parm0
           green   Parm1
           blue   Parm2
                texgen   reflect

   }
   
     
   
       
    { 
     Blend       diffusemap
     map         textures/doom_2/Shadow_d.tga     
     translate   time *.01, time*.04
   
}
{

     Blend       bumpmap
     map         textures/doom_2/Shadow_local.tga
     translate   time*0.1, time*.04
}

{

     Blend       specularmap
     map         textures/doom_2/Shadow_s.tga
     translate   time*0.1, time*.04

}


}


I get some code information from the bacteria and the glass material's to make this.

Any ideas how to make it transparent and to taking damage at the same time when it's shooted? :)



Doomguy87@Posted: Sat Aug 16, 2008 3:54 pm :
holyshit, nice shadowflamez, it like a....nightmare pinky demon :mrgreen: and thanks 6thvenom



Doomguy87@Posted: Sat Aug 16, 2008 4:06 pm :
ok that didnt work i took away the "_d.tga" and "_local.tga" and i replaced my old .mtr file with this one


material armchair {
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga
qer_editorimage textures/chair/armchair_d.tga
}

but its still one colour



Shadowflamez@Posted: Sat Aug 16, 2008 5:30 pm :
Thank you.... just improvise :).

I fix this problem too... don't need any help about this problem anymore. :)



6th Venom@Posted: Sat Aug 16, 2008 10:18 pm :
Doomguy87 wrote:
ok that didnt work i took away the "_d.tga" and "_local.tga" and i replaced my old .mtr file with this one

[material def]

but its still one colour


You shouldn't have to remove "_local.tga" since you must not define the normalmap into the ASE material (only mapdiffuse), also, be sure you only got *MATERIAL_COUNT 1 (only one material) if you only use 1 material for the model.

About the color problem, it can be an UV mapping problem, like your UV si so tiny that it only show one pixel of the image.
So give it a look, plus be sure to check the "UV mapping" box at ASE export.



Doomguy87@Posted: Sat Aug 16, 2008 11:54 pm :
alright im gonna make a new one and take ur suggestions, sorry about not knowing all this stuff but im still learning :lol:



Doomguy87@Posted: Sun Aug 17, 2008 5:03 am :
after i export it to models/mapobjects/armchair and the ASCIIExport window comes up there is no "UV/UVW mapping" check box but i will tell u the ones i have checked becuz maybe its different.

Mesh definitions
Materials
Mesh Normals
Mapping coordinates
Gemometric
Shapes
Lights
Camera
Helpers
Use Keys

and these r

Static Output: Frame # 0
Presicion: Decimals - 4
Frames Per Sample: Controllers - 5
Animated Objects - 5

idk if this stuff matters but its there if it means anything cuz i just started using 3ds max.



6th Venom@Posted: Sun Aug 17, 2008 10:10 am :
ok sorry it was "Mapping coordinates"...



Doomguy87@Posted: Sun Aug 17, 2008 8:24 pm :
yep its checked



Doomguy87@Posted: Mon Aug 18, 2008 9:44 pm :
alright i made a new one with just a diffuse texture and made sure mapping cooordinates was checked and did the bitmap path thing and it still only works with "_d.tga" and its one colour

heres my ASE:

*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version 2.00 - Sun Aug 17 00:38:06 2008"
*SCENE {
*SCENE_FILENAME "armchair.max"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 30
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.2000 0.2000 0.2000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "01 - Default"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\\base\textures\chair\armchair"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "Box04"
*NODE_TM {
*NODE_NAME "Box04"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 0.3884 0.0000 0.0000
*TM_ROW1 0.0000 0.0000 0.3884
*TM_ROW2 0.0000 -0.3884 0.0000
*TM_ROW3 58.1905 7.2998 -8.1940
*TM_POS 58.1905 7.2998 -8.1940
*TM_ROTAXIS -1.0000 -0.0000 -0.0000
*TM_ROTANGLE 1.5708
*TM_SCALE 0.3884 0.3884 0.3884
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}

AND MY .MTR:
material armchair {
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga

}



maybe im missing something i dont see



6th Venom@Posted: Mon Aug 18, 2008 10:12 pm :
Doomguy87 wrote:
...
*BITMAP "\\base\textures\chair\armchair"
...
AND MY .MTR:
material armchair {
...
maybe im missing something i dont see

you really must refer to the material's name, and not the folder containing your images, so your ASE should look like:
Code:
*BITMAP "\\base\armchair"

OR your material's name should be:
Code:
material textures\chair\armchair {
...


"\\base\" is just the D3 way to say "in the base directory AND/OR in my mod directory"

:wink:



bladeghost@Posted: Mon Aug 18, 2008 10:17 pm :
BEFORE
Code:
material armchair {
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga

}


Change your .mtr file to read like this instead
AFTER

Code:
textures/chair/armchair
{
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga
}

bet it'll now work... :wink:



Doomguy87@Posted: Mon Aug 25, 2008 4:52 pm :
o ok sorry :lol:



Doomguy87@Posted: Mon Aug 25, 2008 11:40 pm :
alright well ive got the same problem as last time where i cant apply the textures. I have been working at this all day and i just cant seem to get it. could someone tell me again wat im doing wrong. here is the zip if u need it http://www.mediafire.com/download.php?1eptnnhk5zb



Brain Trepaning@Posted: Tue Aug 26, 2008 3:39 am :
Remember when I mentioned "small details"?

*BITMAP "\\base\textures\wood\fw\fw.tga"

textures\wood\fw


Can you see the difference?

Get rid of the unnecessary .TGA at the end of the BITMAP Ref and it will be much clearer.



Doomguy87@Posted: Tue Aug 26, 2008 5:41 am :
ok it looks good thanks again brian ur a real help



Shadowflamez@Posted: Wed Aug 13, 2008 7:10 pm :
Hi everyone.

What is this time:

I cannot apply the diffuse,bump and specular textures to my let it's call "Medic box" model.The file is in ".ase" format and I place it in doom 3\base\models.

I set the texture patch of the model like that:

Code:
*3DSMAX_ASCIIEXPORT   200
*COMMENT "AsciiExport Version  2,00 - Wed Aug 13 18:14:26 2008"
*SCENE {
   *SCENE_FILENAME "LargeMedicBox.max"
   *SCENE_FIRSTFRAME 0
   *SCENE_LASTFRAME 100
   *SCENE_FRAMESPEED 30
   *SCENE_TICKSPERFRAME 160
   *SCENE_BACKGROUND_STATIC 0.0000   0.0000   0.0000
   *SCENE_AMBIENT_STATIC 0.0000   0.0000   0.0000
}
*MATERIAL_LIST {
   *MATERIAL_COUNT 1
   *MATERIAL 0 {
      *MATERIAL_NAME "LargeMedicBox_d"
      *MATERIAL_CLASS "Standard"
      *MATERIAL_AMBIENT 0.5882   0.5882   0.5882
      *MATERIAL_DIFFUSE 0.5882   0.5882   0.5882
      *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
      *MATERIAL_SHINE 0.1000
      *MATERIAL_SHINESTRENGTH 0.0000
      *MATERIAL_TRANSPARENCY 0.0000
      *MATERIAL_WIRESIZE 1.0000
      *MATERIAL_SHADING Blinn
      *MATERIAL_XP_FALLOFF 0.0000
      *MATERIAL_SELFILLUM 0.0000
      *MATERIAL_FALLOFF In
      *MATERIAL_XP_TYPE Filter
      *MAP_DIFFUSE {
         *MAP_NAME "LargeMedicBox_d"
         *MAP_CLASS "Bitmap"
         *MAP_SUBNO 1
         *MAP_AMOUNT 1.0000
         *BITMAP "textures/Doom_2/LargeMedicBox_d.tga"   -  //  patch of the diffuse map
         *MAP_TYPE Screen
         *UVW_U_OFFSET 0.0000
         *UVW_V_OFFSET 0.0000
         *UVW_U_TILING 1.0000
         *UVW_V_TILING 1.0000
         *UVW_ANGLE 0.0000
         *UVW_BLUR 1.0000
         *UVW_BLUR_OFFSET 0.0000
         *UVW_NOUSE_AMT 1.0000
         *UVW_NOISE_SIZE 1.0000
         *UVW_NOISE_LEVEL 1
         *UVW_NOISE_PHASE 0.0000
         *BITMAP_FILTER Pyramidal
      }
      *MAP_SHINE {
         *MAP_NAME "LargeMedicBox_s"
         *MAP_CLASS "Bitmap"
         *MAP_SUBNO 3
         *MAP_AMOUNT 1.0000
         *BITMAP "textures\Doom_2\LargeMedicBox_s.tga"  - //  patch of the specular map
         *MAP_TYPE Screen
         *UVW_U_OFFSET 0.0000
         *UVW_V_OFFSET 0.0000
         *UVW_U_TILING 1.0000
         *UVW_V_TILING 1.0000
         *UVW_ANGLE 0.0000
         *UVW_BLUR 1.0000
         *UVW_BLUR_OFFSET 0.0000
         *UVW_NOUSE_AMT 1.0000
         *UVW_NOISE_SIZE 1.0000
         *UVW_NOISE_LEVEL 1
         *UVW_NOISE_PHASE 0.0000
         *BITMAP_FILTER Pyramidal
      }
      *MAP_BUMP {
         *MAP_NAME "LargeMedicBox_local"
         *MAP_CLASS "Normal Bump"
         *MAP_SUBNO 8
         *MAP_AMOUNT 1.0000
         *MAP_GENERIC {
            *MAP_NAME "Map #2"
            *MAP_CLASS "Bitmap"
            *MAP_SUBNO 0
            *MAP_AMOUNT 1.0000
            *BITMAP "textures\Doom_2\LargeMedicBox_local.tga"  - //  patch of the bump
            *MAP_TYPE Screen
            *UVW_U_OFFSET 0.0000
            *UVW_V_OFFSET 0.0000
            *UVW_U_TILING 1.0000
            *UVW_V_TILING 1.0000
            *UVW_ANGLE 0.0000
            *UVW_BLUR 1.0000
            *UVW_BLUR_OFFSET 0.0000
            *UVW_NOUSE_AMT 1.0000
            *UVW_NOISE_SIZE 1.0000
            *UVW_NOISE_LEVEL 1
            *UVW_NOISE_PHASE 0.0000
            *BITMAP_FILTER Pyramidal
         }
      }
   }
}
*GEOMOBJECT {
   *NODE_NAME "Large_Medic_box"
   *NODE_TM {
      *NODE_NAME "Large_Medic_box"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 -0.0000   0.2746   0.0000
      *TM_ROW1 0.0000   0.0000   0.2746
      *TM_ROW2 -0.2746   -0.0000   0.0000
      *TM_ROW3 0.0524   -0.0322   9.7755
      *TM_POS 0.0524   -0.0322   9.7755
      *TM_ROTAXIS -0.5774   0.5774   -0.5774
      *TM_ROTANGLE 4.1888
      *TM_SCALE 0.2746   0.2746   0.2746
      *TM_SCALEAXIS 0.0000   0.0000   0.0000
      *TM_SCALEAXISANG 0.0000
   }


Here is the material description:

Code:
models/LargeMedicBox
{


qer_editorimage   textures/doom_2/LargeMedicbox_ed.tga     


diffusemap        textures/doom_2/LargeMedicbox_d.tga     

specularmap       textures/doom_2/LargeMedicbox_s.tga     

bumpmap           textures/doom_2/LargeMedicbox_local.tga 


}


The file is saved in doom 3\base\materials\doom_2.mtr - ("doom_2" because I'm saving everything there i don't know if it must be whit the same name as the textures or the model. )

The texture files are saved in doom 3\base\textures\ - ("LargeMedicbox_d.tga", "_s" and "_local")


When I import the model in the editor it works fine except the fact that is complete black :D.

I'm receiving following error from the console of the editor:

Code:
WARNING: Couldn't load image: _emptyname
WARNING: idFileSystem::OSPathToRelativePath failed on textures/Doom_2/LargeMedicBox_d.tga


Maybe I'm missing something... I don't know.... trying everything in my mind already and I'm little confused :).

Thank you.



rich_is_bored@Posted: Wed Aug 13, 2008 10:03 pm :
That's not how texturing works. You have to reference a material shader, not the individual images.

For reference, if you've ever played around with the map editor, you'll notice that when you assign a texture to a brush you don't tell it to use this diffuse map, this specular map, and this normal map. Instead you tell it what material to use because it's the material shader that specifies what image maps to use.



bladeghost@Posted: Wed Aug 13, 2008 10:16 pm :
see where it says BITMAP: textures/blah blah blah that needs to read

Code:
*BITMAP "\\base\textures\yourfolder\yourtexture"


replace yourfolder and yourtexture with whatever the proper names your folder and texture is that should take care of the black model problem.
and there should only be one line referencing a texture not 3 like rich stated.



Shadowflamez@Posted: Thu Aug 14, 2008 12:02 pm :
That's fix the problem but only when I type "_d" at the end of the bitmap patch.If I write for example "Largemedicbox" whitout "_d" the editor cannot load it.I have watching some video tutorials where the author delete that "_d" and the editor load the image of the model.In my case that don't work.

So I have loaded the image of the model whit "_d" at the end of the patch but I can't load the bump and the specular.And in all video tutorials and practice I can't find a way to load it.My ".mtr" file contains all diffuse,specular and bump tgas.But only the diffuse map is displaying.I have deleted other two texture patch of the specular and bump in my "ase" file too.Now there is only the diffuse texture.



BloodRayne@Posted: Thu Aug 14, 2008 12:51 pm :
Shadowflamez wrote:
That's fix the problem but only when I type "_d" at the end of the bitmap patch.If I write for example "Largemedicbox" whitout "_d" the editor cannot load it.I have watching some video tutorials where the author delete that "_d" and the editor load the image of the model.In my case that don't work.

So I have loaded the image of the model whit "_d" at the end of the patch but I can't load the bump and the specular.And in all video tutorials and practice I can't find a way to load it.My ".mtr" file contains all diffuse,specular and bump tgas.But only the diffuse map is displaying.I have deleted other two texture patch of the specular and bump in my "ase" file too.Now there is only the diffuse texture.


Doom3 models do not reference texturefiles directly, you reference a material definition (also called material decl or simply 'material'). In a material definition you point to the bump, specular and diffusemap files as well as handle any special texture effects. So all you do inside the model is reference that material definition.

An example, you place this definition inside a material file in the materials directory (perhaps called custom_models.mtr) :

Code:
material mysupercoolmodelbox {
      diffusemap   textures/mymod/box_d.tga
      specularmap  textures/mymod/box_s.tga
      bumpmap   textures/mymod/box_l.tga
}


Note that the textures themselves can be named anything, and the _d, _s and _l suffixes are just there to clarify things for the artists.
What you reference to inside the model is the definition of this material, in this case mysupercoolmodelbox. No additions, no _d or anything.

Read this link first, before asking more questions: http://www.iddevnet.com/doom3/materials.php it's the manual for modding, that any modder needs to read before starting to mod.



Shadowflamez@Posted: Thu Aug 14, 2008 3:40 pm :
Thank you I fix it.



Doomguy87@Posted: Sat Aug 16, 2008 5:50 am :
mine is semi working, my texture has a patternImagebut it turns out one colour during render and ingame and it has a diffuse and bumpmap. :?



6th Venom@Posted: Sat Aug 16, 2008 11:04 am :
Did you remove the ".tga" at the *BITMAP "\\base\textures\yourfolder\yourtexture" line (ASE)?
You must do it to refer to the material, and not the tga.



Shadowflamez@Posted: Sat Aug 16, 2008 11:42 am :
I Fix that already :).Look at my previous post up.

However I have different problem this time.

I'm trying to make a transparent monster_demon_pinky and... I make it perfectly.

Image

But... the bullets are passing through him.They pass through all material of the model that use this texture.For an example If I use this texture on the body only then I must shoot it in to the metal legs because only there it's taking damage.So this transparent material changing somehow some kind of parameters that prevent let's call it "the hurt event" of the model.
You can guess what's happening when I dress him completly.


I'm using material code:

Code:
textures/doom_2/Shadow
{
      noSelfShadow
      noshadows
      translucent
      forceoverlays
      flesh


qer_editorimage  textures/doom_2/Shadow_ed.tga

{
       
                Program           heatHaze.vfp
                vertexParm              0       time * 0 , time * 0 // texture scrolling
                vertexParm              1       .5        // magnitude of the distortion
                fragmentProgram         heatHaze.vfp
                fragmentMap             0       _currentRender
                      
             
        }
   {   
      maskcolor            
        map makealpha(textures/doom_2/Shadow_glass)
   }   
   {
       blend gl_dst_alpha, gl_one
       maskalpha
          cubeMap      env/gen2
      red   Parm0
           green   Parm1
           blue   Parm2
                texgen   reflect

   }
   
     
   
       
    { 
     Blend       diffusemap
     map         textures/doom_2/Shadow_d.tga     
     translate   time *.01, time*.04
   
}
{

     Blend       bumpmap
     map         textures/doom_2/Shadow_local.tga
     translate   time*0.1, time*.04
}

{

     Blend       specularmap
     map         textures/doom_2/Shadow_s.tga
     translate   time*0.1, time*.04

}


}


I get some code information from the bacteria and the glass material's to make this.

Any ideas how to make it transparent and to taking damage at the same time when it's shooted? :)



Doomguy87@Posted: Sat Aug 16, 2008 3:54 pm :
holyshit, nice shadowflamez, it like a....nightmare pinky demon :mrgreen: and thanks 6thvenom



Doomguy87@Posted: Sat Aug 16, 2008 4:06 pm :
ok that didnt work i took away the "_d.tga" and "_local.tga" and i replaced my old .mtr file with this one


material armchair {
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga
qer_editorimage textures/chair/armchair_d.tga
}

but its still one colour



Shadowflamez@Posted: Sat Aug 16, 2008 5:30 pm :
Thank you.... just improvise :).

I fix this problem too... don't need any help about this problem anymore. :)



6th Venom@Posted: Sat Aug 16, 2008 10:18 pm :
Doomguy87 wrote:
ok that didnt work i took away the "_d.tga" and "_local.tga" and i replaced my old .mtr file with this one

[material def]

but its still one colour


You shouldn't have to remove "_local.tga" since you must not define the normalmap into the ASE material (only mapdiffuse), also, be sure you only got *MATERIAL_COUNT 1 (only one material) if you only use 1 material for the model.

About the color problem, it can be an UV mapping problem, like your UV si so tiny that it only show one pixel of the image.
So give it a look, plus be sure to check the "UV mapping" box at ASE export.



Doomguy87@Posted: Sat Aug 16, 2008 11:54 pm :
alright im gonna make a new one and take ur suggestions, sorry about not knowing all this stuff but im still learning :lol:



Doomguy87@Posted: Sun Aug 17, 2008 5:03 am :
after i export it to models/mapobjects/armchair and the ASCIIExport window comes up there is no "UV/UVW mapping" check box but i will tell u the ones i have checked becuz maybe its different.

Mesh definitions
Materials
Mesh Normals
Mapping coordinates
Gemometric
Shapes
Lights
Camera
Helpers
Use Keys

and these r

Static Output: Frame # 0
Presicion: Decimals - 4
Frames Per Sample: Controllers - 5
Animated Objects - 5

idk if this stuff matters but its there if it means anything cuz i just started using 3ds max.



6th Venom@Posted: Sun Aug 17, 2008 10:10 am :
ok sorry it was "Mapping coordinates"...



Doomguy87@Posted: Sun Aug 17, 2008 8:24 pm :
yep its checked



Doomguy87@Posted: Mon Aug 18, 2008 9:44 pm :
alright i made a new one with just a diffuse texture and made sure mapping cooordinates was checked and did the bitmap path thing and it still only works with "_d.tga" and its one colour

heres my ASE:

*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version 2.00 - Sun Aug 17 00:38:06 2008"
*SCENE {
*SCENE_FILENAME "armchair.max"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 30
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.2000 0.2000 0.2000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "01 - Default"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "\\base\textures\chair\armchair"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "Box04"
*NODE_TM {
*NODE_NAME "Box04"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 0.3884 0.0000 0.0000
*TM_ROW1 0.0000 0.0000 0.3884
*TM_ROW2 0.0000 -0.3884 0.0000
*TM_ROW3 58.1905 7.2998 -8.1940
*TM_POS 58.1905 7.2998 -8.1940
*TM_ROTAXIS -1.0000 -0.0000 -0.0000
*TM_ROTANGLE 1.5708
*TM_SCALE 0.3884 0.3884 0.3884
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}

AND MY .MTR:
material armchair {
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga

}



maybe im missing something i dont see



6th Venom@Posted: Mon Aug 18, 2008 10:12 pm :
Doomguy87 wrote:
...
*BITMAP "\\base\textures\chair\armchair"
...
AND MY .MTR:
material armchair {
...
maybe im missing something i dont see

you really must refer to the material's name, and not the folder containing your images, so your ASE should look like:
Code:
*BITMAP "\\base\armchair"

OR your material's name should be:
Code:
material textures\chair\armchair {
...


"\\base\" is just the D3 way to say "in the base directory AND/OR in my mod directory"

:wink:



bladeghost@Posted: Mon Aug 18, 2008 10:17 pm :
BEFORE
Code:
material armchair {
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga

}


Change your .mtr file to read like this instead
AFTER

Code:
textures/chair/armchair
{
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga
}

bet it'll now work... :wink:



Doomguy87@Posted: Wed Aug 20, 2008 5:08 am :
THANKS BLADEGHOST but euh?...it looks kinda fucked up

http://i383.photobucket.com/albums/oo27 ... -17-39.jpg

EDIT: these results can vary depending on which way the light shines on it in the model preview window :?



rich_is_bored@Posted: Thu Aug 21, 2008 4:54 am :
Self shadowing perhaps? You might try adding the noSelfShadow keyword to your material shader.



Doomguy87@Posted: Thu Aug 21, 2008 6:30 am :
better than before but this one dark part needs to have a light RIGHT ON TOP OF IT or else it will stay dark. But thanks rich, heres the screenie

http://i383.photobucket.com/albums/oo27 ... 1219298430



LDAsh@Posted: Thu Aug 21, 2008 6:42 am :
You might need to invert some of your normalmap channels, it seems. Pretty comfy looking chair though.
What did you create the normalmap with? And what 2D-editing software do you use?



rich_is_bored@Posted: Thu Aug 21, 2008 8:08 am :
Yeah. Probably needs to invert the green channel.



Doomguy87@Posted: Thu Aug 21, 2008 4:27 pm :
i use crazybump for textures and i've never heard of invert normal map channles, but this one has no normal map.



rich_is_bored@Posted: Fri Aug 22, 2008 5:23 am :
I'd like to see this model and the associated material shader, texture maps, ect... first hand.



Doomguy87@Posted: Fri Aug 22, 2008 7:21 am :
do u just want the text files or the actual models and textures themselves?



rich_is_bored@Posted: Fri Aug 22, 2008 8:07 am :
Package everything up into a zip file. The model, the textures, the material shader, everything.



Doomguy87@Posted: Fri Aug 22, 2008 8:05 pm :
i cant attach the file it says file size too big can i host it on an internet site?

EDIT: here http://www.mediafire.com/?3ckzxtu2tfy



Brain Trepaning@Posted: Fri Aug 22, 2008 10:11 pm :
this is your material
Code:
textures/chair/armchair
{
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
bumpmap textures/chair/armchair_local.tga
noSelfShadow
}

BEFORE
Image

You do not need to reference a BUMPMAP as you do not have one and you do not need noSelfShadow unless it's an MD5Mesh

This is the new material
Code:
textures\chair\armchair
{
qer_editorimage textures/chair/armchair_d.tga
diffusemap textures/chair/armchair_d.tga
}

AFTER
Image

I also flipped the SLASHES from the Material (because it matches the Bitmap Ref) and deleted the .TGA from the BITMAP Ref, just because I am picky that way.

Code:
*BITMAP "\\base\textures\chair\armchair"


You have no mapping coordinates to your mesh besides a planar and the mesh is too poly-heavy, but I am sure you know that or will soon learn it.



Doomguy87@Posted: Fri Aug 22, 2008 10:24 pm :
wow ur a fucking GENIOUS, thankyou, finally i know how to do it properly. :D

also how do i set my comp to show file extensions :lol:



Biohazard {ewz}@Posted: Sat Aug 23, 2008 12:03 am :
Doomguy87 wrote:
wow ur a fucking GENIOUS, thankyou, finally i know how to do it properly. :D

also how do i set my comp to show file extensions :lol:

go to search and folder options and go to view and uncheck where it says hide file extensions



Brain Trepaning@Posted: Sat Aug 23, 2008 1:52 am :
Assuming you're using Windows...

Image

Image

I am glad to know the process is getting easier for you.
Genius status is achieved through asking questions, followed by repetition of process, so you are well on your way. :)
Please help others when you are able.



Doomguy87@Posted: Sat Aug 23, 2008 8:27 pm :
:D



Doomguy87@Posted: Sun Aug 24, 2008 11:21 pm :
ok new problem, i have a fireplace model but its made of 3 different parts, how can i get a multi textured\multi object mesh into Doom 3?



Brain Trepaning@Posted: Mon Aug 25, 2008 2:17 am :
download and watch the multi-mesh and texture tutorial on my website.



Kristus@Posted: Mon Aug 25, 2008 4:10 am :
Doomguy87 wrote:
ok new problem, i have a fireplace model but its made of 3 different parts, how can i get a multi textured\multi object mesh into Doom 3?


I don't think there's anything I've experienced as more frustrating than this in Doom 3 editing.



Doomguy87@Posted: Mon Aug 25, 2008 5:43 am :
sorry brian but urs is for all one model (one GeoSphere, just selecting different faces), this one is made of 3 different part (not attached) totally seperate from each other



Brain Trepaning@Posted: Mon Aug 25, 2008 6:46 am :
you downloaded the wrong tutorial. Get the one with the sphere and the torus in the picture, located below the one you downloaded and above the animated props tutorial. It's called "Multi-Mesh and Texture", the one you downloaded is called "Multi-Texture". You've got to pay attention to the small details like that or you'll get frustrated to no end for no reason.



Doomguy87@Posted: Mon Aug 25, 2008 4:52 pm :
o ok sorry :lol:



Doomguy87@Posted: Mon Aug 25, 2008 11:40 pm :
alright well ive got the same problem as last time where i cant apply the textures. I have been working at this all day and i just cant seem to get it. could someone tell me again wat im doing wrong. here is the zip if u need it http://www.mediafire.com/download.php?1eptnnhk5zb



Brain Trepaning@Posted: Tue Aug 26, 2008 3:39 am :
Remember when I mentioned "small details"?

*BITMAP "\\base\textures\wood\fw\fw.tga"

textures\wood\fw


Can you see the difference?

Get rid of the unnecessary .TGA at the end of the BITMAP Ref and it will be much clearer.



Doomguy87@Posted: Tue Aug 26, 2008 5:41 am :
ok it looks good thanks again brian ur a real help