clicking on a wall

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minmay
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Re: clicking on a wall

Post by minmay » Sat Nov 03, 2018 3:02 am

It doesn't matter what textures or maps you assign in Blender, the only things that get exported are the object hierarchy and transforms and the mesh data. It only exports the names of the materials.
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KhrougH
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Re: clicking on a wall

Post by KhrougH » Mon Nov 05, 2018 6:37 pm

minmay wrote:
Sat Nov 03, 2018 3:02 am
It doesn't matter what textures or maps you assign in Blender, the only things that get exported are the object hierarchy and transforms and the mesh data. It only exports the names of the materials.
Oh, i see...
And what in case of plobjectbwith different textures?
For example a tree with a texture for the bark and one fol leaves...
Should i make a unique texture with defined UV or make 2 different object one for the body and one for the leaves and mixing them in the editor?
Or maybe there is an easier solution...
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Isaac
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Re: clicking on a wall

Post by Isaac » Tue Nov 06, 2018 12:15 am

KhrougH wrote:
Mon Nov 05, 2018 6:37 pm
And what in case of plobjectbwith different textures?
For example a tree with a texture for the bark and one fol leaves...
Should i make a unique texture with defined UV or make 2 different object one for the body and one for the leaves and mixing them in the editor?
Or maybe there is an easier solution...
16 materials per object (Blender), just have one per textured region. The important thing is the unique material names; it doesn't matter at all what those materials are in Blender, the game will use the defined materials with those names.

Be aware that monsters with more than one material are incompatible with the frost bombs/frozen effect. The engine doesn't restore their materials properly; and it's why some of monsters are immune to frost.

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KhrougH
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Re: clicking on a wall

Post by KhrougH » Tue Nov 06, 2018 12:35 am

Isaac wrote:
Tue Nov 06, 2018 12:15 am
16 materials per object (Blender), just have one per textured region. The important thing is the unique material names; it doesn't matter at all what those materials are in Blender, the game will use the defined materials with those names.
Let me see if i understood:
Material and textures are not the same thing. So in blender we "define" material, but on LoG2, in a lua file under the name of "defineMaterial", we define textures.
Do i have to call texture files with the same name of materials in blender?
And than if i have an object with 2 parts and 2 materials... How can i define both of them in a luafl file?
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Isaac
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Re: clicking on a wall

Post by Isaac » Tue Nov 06, 2018 1:23 am

If you have a section of the exported model assigned to use "brick_wall" material, then in the game, the model will be textured with the "brick_wall" material —if defined in the game.

In Blender, there are materials that can comprise many textures (used to various effects), but all contribute to the material's appearance. Blender doesn't export any of it to LoG models... just the name. If a material with the exported name exists in the game, it is what will be used on the model.

_____
Of Blender materials: https://en.wikibooks.org/wiki/Blender_3 ... d_Textures

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