Topic: Exporting texture

Maratis blender exporter support only UV Mapping texture?

I create a box with these steps:

1. create a cube
2. create a material for the cube
3. set the material texture to "Image or Movie"
4. load an image

If press F12 it works correctly in the blender rendering
i can see in the .mesh file the texture file path is correct
but in the editor the box is grey

Last edited by SadWolf (2013-01-09 18:24:28)

Re: Exporting texture

Hi,

did you follow the steps from the tutorial ? http://www.maratis3d.org/?p=277

Is your texture already in your project/maps/ directory and is it a jpeg or a png ?

Re: Exporting texture

I noticed in my meshs if I didnt set the "Layer Option" then my textures wouldnt show up sometimes.

http://www.maratis3d.com/wp-content/uploads/2011/01/10.jpg

Re: Exporting texture

@anael: the texture is in .jpg should I use .png?

@zester: I'm not using the UV mapping system... maybe that's the problem?

Re: Exporting texture

SadWolf wrote:

@anael: the texture is in .jpg should I use .png?

Jpg is fine.

@zester: I'm not using the UV mapping system... maybe that's the problem?

That just might be the problem, also note that all objects need a material in-order to export them, atleast from my experance,
not sure what to do about "emptys" or if the same applyes for them also except you just make them invisible. Upload your model somewheres if you need any help ill look at it. I check the forums for new post often.

Re: Exporting texture

Maybe I found the problem...
With UV cordinates everythings works fine...

I'm not using the UV cordinate system for mapping the texture, I'm using Global with Cube parameter to show the same texture on all the faces...
So the problem is that the exporter support only UV Cordinates...

sad the other cordinates were so easy to make cubes,
with the UV cordinates I have to replicate the cube image face 6 time on the texture, right?
( this is a noob quesiton big_smile )

Last edited by SadWolf (2013-01-09 22:22:43)

Re: Exporting texture

Ok I using the UV Cordinate system and I give the same cordinate for all the faces smile

PS: I'm using this method to create cubes with different texture.
I created a cube.mesh then i copy&paste it with another name and I change directly the path in .mesh file to another texture...

Last edited by SadWolf (2013-01-09 22:42:27)

Re: Exporting texture

Yes it needs uv coordinates, but you can generate uv coordinates with the cube projection the result will be the same.

The good thing with the mesh format is that it can be read easily using a text or a xml editor, your method is correct.

Re: Exporting texture

anael wrote:

Yes it needs uv coordinates, but you can generate uv coordinates with the cube projection the result will be the same.

The good thing with the mesh format is that it can be read easily using a text or a xml editor, your method is correct.

Thank you smile I think it's faster than opening blender and re-export everything

Re: Exporting texture

Now I'm getting this problem...

How it looks like with FixedRenderer:

PunBB bbcode test

How it looks like with StandardRenderer:
PunBB bbcode test

How It looks like in Blender:
http://www.misadev.com/maratisdemo/landStand.jpg

The standard renderer is the closer one but I need to set it a big intensity level ( about 100 ) to make it look like.

:S  I'don't know what to do in this moment...

Last edited by SadWolf (2013-01-09 23:58:54)

Re: Exporting texture

is it the smoothing that is not the same or is it just too dark ?

the radius of the lamp in maratis is not too small ?
you can also play with the diffuse color and the emit color in blender.

Re: Exporting texture

Here it is what iishappening...

I used two texture files!

In fixed mode it's using the first texture and in standard mode it's using the second texture....
that's why it looks so dark... because it was showing the texture for the bottom of the model!

Last edited by SadWolf (2013-01-10 01:42:13)

Re: Exporting texture

Ok I'm posting the mesh in a empty maratis project and the blender file

.mproj and .blend files

Standard Renderer
http://www.misadev.com/maratisdemo/standard.jpg

Fixed Renderer
http://www.misadev.com/maratisdemo/fixed.jpg

Re: Exporting texture

Ok, there is multiple things that cause the problem,
in fact, if you launch a render from blender (F12), you'll see that the two textures doesn't show.

The first thing is because of the technique you used to assign multiple textures, it's something not very clear about Blender, there is two ways to apply multiple textures, the one you used is for blender internal engine using multitexturing. For exemple it's not used by Blender renderer or by the materials. I think it's something that should disappear from Blender.

So, the right way is to use materials, and in your case multi-materials, look at this tutorial : http://en.wikibooks.org/wiki/Blender_3D … Per_Object

To have a preview of what you are doing, press 'N' in the 3d view, in the panel that opens, go to 'Display' and select shading 'GLSL'. In textured mode, you might need to add a lamp or it will be dark. Add also a bit of emit in your material (0.35 for example).

Then, follow this tutorial to create your material : http://www.maratis3d.org/?p=277

specially this part for the order of the textures :

http://www.maratis3d.com/wp-content/uploads/2011/01/07.jpg

Re: Exporting texture

Ok!

Thank you for the little "how-to" smile

Re: Exporting texture

Ooooooook! my frustration is over! I can finally export the textures correctly! big_smile