
MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 10, 2009 11:46 AM
Msg. 1 of 5
Check your material ID's. When using a Multi/Sub-Object material, each number should have a name, then if you click the button next to it which is where you select the material's bitmap (or diffuse color), that should also be named the same thing at the top.
I'm pretty sure that's what the problem is; unfortunately, this is the best I can explain it.
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MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 10, 2009 12:17 PM
Msg. 2 of 5
Ah. Then, is it bringing up the code for the exporter (the .ms script), highlighting a line saying: format "%\n%\n" geom_materials[m].name "" to:jms If so, there's a face or surface without a material assigned to it. If you created a water plane and didn't give it the water.tif material, this could happen. The only thing that can get by without a material is the sky, if appropriately named +sky; it only needs a diffuse color. Everything else requires a .tif material. The only exception to that is if you use a +unused material, but those are seldom ever used by anyone except expert modelers and people who know how to use it to it's proper effect. Another possibility is to make sure if you're using a Multi/Sub-Object is that you have a material ID that's unused. For example, you may have left the Number as 10, but only used 4 materials. Make sure there are no extra material ID numbers that aren't in use; meaning, only set the number to the amount you're using.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 10, 2009 04:05 PM
Msg. 3 of 5
Actually, you don't need any .tif's at all. It reads the name of the material, not the name of the texture. The only reason you even put a .tif in there is so you can see how it looks and UVW wrap/unwrap it.
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MF Boom
Joined: Mar 5, 2007
I am the bone of my sword...
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Posted: Apr 10, 2009 04:17 PM
Msg. 4 of 5
Quote: --- Original message by: chrisk123999 Actually, you don't need any .tif's at all. It reads the name of the material, not the name of the texture. The only reason you even put a .tif in there is so you can see how it looks and UVW wrap/unwrap it. You need a texture, of some type. If you leave it untextured, it will NOT work. Trust me, I know; I've tried it numerous different times and /always/ had errors because I left something untextured. It's best to just use the .tif file you were going to compile in the end anyway, because it's already prepared. And yes, without a texture, you can't UVW Map the texture to the proper position (I've never used wrap/unwrap; UVW Map works just fine). Thus, you get very awkward textures... Who in their right minds makes a map that doesn't have the textures added in the Material Editor?
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 10, 2009 06:49 PM
Msg. 5 of 5
It goes by the name. If it didn't work without the texture, your probably forgot to UVW it (even without the texture).
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