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 Texture problem with horse body parts turned NPC

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Cloud
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PostSubject: Texture problem with horse body parts turned NPC   Mon Apr 20, 2015 5:16 pm

So I want to use Slycan's horse body parts as NPC prey from this thread. I exported the blend and all the animations work fine, but even when I change the material to read the different textures, the critter still shows either white or the  bodyMat1/ tailTex etc. textures, the basic textures for the IT body parts. Here is an example picture:

Spoiler:
 

And here is my material file for it: (yes I've used OGRECommandLineTools to change the material the mesh reads. Can't export back to .mesh if I try to add all of the materials, and changing the original one doesn't help)

Code:
material CloudTeethMat/TWOSIDE
{
   receive_shadows on
   technique
   {
      pass
      {
         ambient 0.500000 0.500000 0.500000 1.000000
         diffuse 0.640000 0.640000 0.640000 1.000000
         specular 0.500000 0.500000 0.500000 1.000000 12.500000
         emissive 0.000000 0.000000 0.000000 1.000000
         cull_hardware none
         cull_software none
      }
   }
}
material CloudHeadMat
{
   receive_shadows on
   technique
   {
      pass
      {
         ambient 0.500000 0.500000 0.500000 1.000000
         diffuse 0.640000 0.640000 0.640000 1.000000
         specular 0.500000 0.500000 0.500000 1.000000 12.500000
         emissive 0.000000 0.000000 0.000000 1.000000
         texture_unit
         {
            texture cloudheadTex.jpg
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
material CloudEyeMat/TWOSIDE
{
   receive_shadows on
   technique
   {
      pass
      {
         ambient 0.500000 0.500000 0.500000 1.000000
         diffuse 0.640000 0.640000 0.640000 1.000000
         specular 0.500000 0.500000 0.500000 1.000000 12.500000
         emissive 0.000000 0.000000 0.000000 1.000000
         cull_hardware none
         cull_software none
      }
   }
}
material CloudBodyMat
{
   receive_shadows on
   technique
   {
      pass
      {
         ambient 0.500000 0.500000 0.500000 1.000000
         diffuse 0.800000 0.800000 0.800000 1.000000
         specular 0.500000 0.500000 0.500000 1.000000 0.250000
         emissive 0.000000 0.000000 0.000000 1.000000
         texture_unit
         {
            texture cloudbodyTex.png
            tex_address_mode wrap
            filtering trilinear
            colour_op alpha_blend
         }
      }
   }
}
material CloudTailMat
{
   receive_shadows on
   technique
   {
      pass
      {
         ambient 0.500000 0.500000 0.500000 1.000000
         diffuse 0.640000 0.640000 0.640000 1.000000
         specular 0.500000 0.500000 0.500000 1.000000 12.500000
         emissive 0.000000 0.000000 0.000000 1.000000
         texture_unit
         {
            texture cloudtailTex.jpg
                 tex_address_mode wrap
            filtering trilinear
            colour_op alpha_blend
         }
      }
   }
}

If there is a way to fix this, I'd be grateful. If there isn't, then oh well. Thank you!
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Cloud
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PostSubject: Re: Texture problem with horse body parts turned NPC   Tue Apr 21, 2015 7:27 pm

(Somewhat bumping this)
The meshes are conjoined. I don't understand what's going wrong.
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PostSubject: Re: Texture problem with horse body parts turned NPC   Tue Apr 21, 2015 7:40 pm

Have you changed the material connection that the mesh is calling for? For instance: when you open the unconverted xml document with notepad, you can find lines like this very easily

Code:
<submesh material="HeadMat/TWOSIDE" usesharedvertices="false">

If setting the material via the cd1.dat isn't working, you can edit that line above so that the material it's calling for is the one you desire out of the preset file. Since it's a conjoined set of meshes, there are probably at least 5 or 6 places where this line will be found.
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Cloud
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PostSubject: Re: Texture problem with horse body parts turned NPC   Tue Apr 21, 2015 8:06 pm

Yes, I did try to change it and it didn't do anything. I will keep fiddling with it but I still don't understand why it's still acting as if it is a set of bodyparts though it isn't.


EDIT: Found the other material files readings in the mesh.. lol missed those






Alright. So I've tried changing it, still doesn't work.
I tried to re-export another version of the blend file and it is only exporting the head. I am positive the meshes are conjoined.
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Cloud
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PostSubject: Re: Texture problem with horse body parts turned NPC   Thu Apr 23, 2015 1:02 am

Bumping again because I don't want to update until this is fixed

I tried re-exporting the blend file, positive it is conjoined, and it only exports the head. Have not tried re exporting the mesh itself.
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Cloud
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PostSubject: Re: Texture problem with horse body parts turned NPC   Sun Apr 26, 2015 3:53 pm

Slightly bumping this - and I've got another question :'D

So you know how the black admin aura isn't black? It's grey, right?
I have experimented with the aura codes and I've found many different shades of different colors but no true black. Is there a true black? If there isn't, is there a way to turn the grey black without using a black texture?
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