Product Chat / Multi-Texture For The New Version

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grobyken
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Location: Aurensan France
Posted: 30th Jul 2018 11:51
I have been told this is now available under BETA. Any idea when it will be made public. I have a host of models to release but cannot as many rely on multi-textures.

Thanks.
Belidos
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Playing: The Game
Posted: 30th Jul 2018 14:34 Edited at: 30th Jul 2018 14:35
If it's not on PP within a couple of days, then probably a couple of weeks as Lee is going on holiday soon i think.
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grobyken
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Posted: 30th Jul 2018 15:53
Thanks Belidos
GraPhiX
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Posted: 30th Jul 2018 17:55 Edited at: 30th Jul 2018 17:55
Hi grobyken

I f I am reading this right it is in the monster update and you should have it now

Quote: "
Other Fixes And Additions
In addition to the headlines above, you will also find smaller fixes you helped report since May:
No longer will you accidentally press the lightmapping function in test-game, you now need to hold down SHIFT before pressing the F1 through F4 keys
Fixed issue with no decal effect when hitting a surface with a material index of zero
Added extra documentation to MaterialIndexValues.txt to explain how the engine can provide metalness and gloss textures from the material index value
Added CharacterKitSampleParts.zip to Docs folder for users who want to create their own Character Creator Parts and need a good sample
Added NON3DSOUNDINZONE.LUA to show how to play a sound that ignores distance from the entity
Model loading now ignores vertex color as not used in PBR shaders
Model loader now determines a PBR texture name from the material name if no texture filename specified
When multi-texture model loaded, it now scans for and loads full DNS and PBR texture sets
Fixed issue causing scope overlays to miss out the bottom row of screen pixels
Added new markers for Image Zone, Text Zone and Ambience Zone for easier, quicker logic placements
"
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lorddweeb
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Posted: 31st Jul 2018 01:33
Anyone been able to get this working in a demonstrable way? Its an exciting development if its what it sounds like, but when I tested it a couple of different ways in blender with both .x and .fbx files I wasn't able to get it working. Assuming it works, I'm guessing it needs to be set up a very specific way.
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Errant AI
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Posted: 31st Jul 2018 02:58 Edited at: 31st Jul 2018 03:03
Currently working fine with weapons (Enhanced Pack). Probably the same with other assets.

When you assign maps to your model in your model editor, use a dummy .png which does not have the shader suffix.

example:

Texture with "texname1.png" and "texname2.png" and export with those maps assigned.

Be sure to use only one material per mesh object.

Save out your maps as:

"texname1_color.dds", "texname2_color.dds", etc.

From what I've been told, .png gets parsed from .x faster than .dds so that is why the dummy is a .png in my example.

Leave textured field blank in FPE.

While you may get lucky and have it load maps without assigning ones named in this manner, the method laid out above should reduce chance of error.
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lorddweeb
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Posted: 31st Jul 2018 04:18
Thanks EAI, I will have to give this a try.
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