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 Head Material Assignment Issues

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ShadoWolfozo

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PostSubject: Head Material Assignment Issues   Sun Oct 05, 2014 10:03 am

I'm attempting to add a new head into the game however I've come across a little bit of a problem....

The Head itself uses the EyeMat,
Eyes use the TeethMat, and
Teeth use the HeadMat....

...and no matter what I do I can't get it to use the correct materials. Prior to joining the three meshes, they are all correctly assigned- but after being joined... nope.

What am I doing wrong?
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Myz
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PostSubject: Re: Head Material Assignment Issues   Sun Oct 05, 2014 11:25 am

Have you put the materials in the right order on the mesh? Pretty sure they're assigned by index rather than name
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RedEye
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PostSubject: Re: Head Material Assignment Issues   Sun Oct 05, 2014 11:37 am

The submeshes of the head mesh needs to be in the follow order when exported:
Submesh 0: HeadMat
Submesh 1: TeethMat
Submesh 2: EyeMat

You seem to have exported in this order instead:
Teeth
Eyes
Head


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ShadoWolfozo

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PostSubject: Re: Head Material Assignment Issues   Sun Oct 05, 2014 12:30 pm

How do I do that? Regardless of the order the materials are in or the order I join the meshes nothing changes.

When I make items/prey they use only a single material- I have virtually no knowledge in how to work meshes with multiple materials.

After all three meshes are joined together and their separate materials assigned (I shaded them red green and blue to confirm they were separate in blender) and in Links and Pipes it has:

Link to Object
[] [MA: HeadMat] [2] [X] [(auto-name)][F] [Nodes]
[ME: Head1] [OB] [ME] [< 3 Mat 1 >]

The 3 Mats are: HeadMat, TeethMat, EyeMat in this order.

They are all appropriately named with textures: HeadTex, TeethTex, EyeTex under texture buttons (F6), as per the oIT file player model.

I have been basically trying to re-create the settings in the oIT player model .blend file but I don't know what else is missing nor how to 'export submeshes' in a specific order, I don't see any way to change or specify an order to export it in.
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Liedo

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PostSubject: Re: Head Material Assignment Issues   Sun Oct 05, 2014 3:11 pm

well, when i made my own heads for my project, i had the same problem. i don't know how to fix it in another way, but i do it by hand with opening .xml file in notepad and editing it. just select one submesh code (head, for example) cut and paste it to the right position.
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ShadoWolfozo

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PostSubject: Re: Head Material Assignment Issues   Sun Oct 05, 2014 11:43 pm

Sheroi wrote:
well, when i made my own heads for my project, i had the same problem. i don't know how to fix it in another way, but i do it by hand with opening .xml file in notepad and editing it. just select one submesh code (head, for example) cut and paste it to the right position.


I was considering doing this but since Notepad++ has a conniption everytime you modify, load, minimise or maximise something major it would be an extremely irritating "fix" if I am going to be having this error every time I export a head mesh.
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Hamilton

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PostSubject: Re: Head Material Assignment Issues   Mon Oct 06, 2014 4:59 pm

why notepad++ when regular notepad is just as good (and doesn't wig out over the different sub-sections).

*shrug* you just get used to it after 20+ heads, i suppose. lol
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GlaciaTheWolf
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PostSubject: Re: Head Material Assignment Issues   Mon Oct 06, 2014 6:11 pm

Lol, hammy, for me I just find it easier to work with notepad++.
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ShadoWolfozo

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PostSubject: Re: Head Material Assignment Issues   Mon Oct 06, 2014 11:48 pm

Hamilton wrote:
why notepad++ when regular notepad is just as good (and doesn't wig out over the different sub-sections).

*shrug* you just get used to it after 20+ heads, i suppose. lol


Lol I like Notepad++'s feature to minimise <></> sections for easy view Wink

After a couple attempts I've managed to find a way to move it around without it crashing or taking forever to load/respond.

Pity this is the 'solution' for IT games, buuut I suppose it's better than nothing.


Thanks for the help guys Smile
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