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lickylickylicky
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OK, I've asked this before and i have had no luck with it since. I have a .blend file that I've properly converted to .obj and then converted to .gmf with animations. no matter how many times i convert it's textures to .dds, then to .mat they never show up on the mesh in the editor or in the model viewer. But they do show up in the material viewer. I've tried to find out how to do this via forums, youtube videos, the Leadwerks 2.3 User Guide ( which, by the way really handy ), but nothing has worked. if you have the solution to this please contact me at qu3sttah1r@gmail.com or on skype @ lickylickylickylicky.

 

P.S. Kinda really desperate to find out how to do this. I would die to learn.

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.obj does not support animations.

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Export from where?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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I dont use Blender.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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from blender.

 

either .fbx or .obj is fine. just as long as it has textures.

 

How can .obj be fine? you've just been told that format does not support animations.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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but it supports textures. what i really want is a textured character. don't care if it has an animation or not.

 

and if you're using Autodesk, i have that, and i'll use that instead.

 

...or does it support textures? if not, that's just a really bad move on my part.

 

but either way, when i export as .fbx, it does not include textures, but for some reason it has a big red material on it.

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you have to use the skin shader for models that have bones/animations... http://www.leadwerks...n-material-r495

and the textures have to be DDS...

 

and MG is right... obj does not support animations

 

and here is a video tut for exporting from blender to LE

http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/exporting-from-blender-to-leadwerks-engine-r12

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macklebee's channel

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no.

there are a couple of things you need to see a textured model in LE... the converted GMF mesh, the DDS texture(s), and the MAT file that tells LE what textures and shaders to use...

 

Read this: http://www.leadwerks...-user-guide-r16 as it explains alot of the questions you may have...

 

OK, i just exported as .fbx and converted textures to.dds, but came up with the most strange thing ever. my mesh is a glowing reddish color and the mesh's head is grey with numbers, symbols and letters on it. i'm just gonna take this as progress because i've never gotten color into the editor until now.

 

the mat file should assign the textures and shaders you want to show for that particular mesh... the example textures used in the link i gave you are just that... examples.

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i have all of these. the mesh has been converted to gmf and the textures converted to dds and mat. i dont see what i'm doing wrong here.

 

and i've read a lot of the leadwerks user guide. i really like it and have learned a lot from it, but textures are just not working for me. i believe textures start on page 96 or 97. dont remember which one.

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sorry, by trial, i meant like trying to import to leadwerks with texture, not like a free 30 day trial lol.

 

i can't post stuff onto here because for some reason when i turn off my computer, it logs me out of the leadwerks website and then when i try to sign back in, it wont allow me. that's why i haven't been on the forums for too long, because i have to make a new account every time.

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mmk, so i've fixed my problem all thanks to macklebee, but now, i'm wondering how i'd apply normal maps? from what i understand, it's pretty much the same thing except you add the texture as a dds and then convert to mat then add the normal map as a dds and then convert to mat then maybe a displacement map and do the same... but that's how leadwerks 3.0 is starting to look from what i saw on the youtubes.

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this shows how to use a bumpmap... just assign the bumpmap as texture1 and then use the appropriate shader

http://www.leadwerks.com/werkspace/page/Documentation/le2/_/user-guide/materials2/diffuse-and-bumpmap-material-r490

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