dennis Posted March 13, 2013 Share Posted March 13, 2013 Hey all, I recently bought LE3 and I have an hard time to import all my assets used in LE2... I dug up the old FBX files. and added all files inside an directory. I opened up the engine and it started converting for me. after a few minutes, I wanted to add some of the models (which are mdl now) but they appear untextured... Why is that ? how can I fix this ? Cheers Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 13, 2013 Share Posted March 13, 2013 You need to import all your textures, LE 3 will create ".tex" files. Than for each you must create a material where you will put the texture and choose the shader. Than dag the material to the 3D model in editor or in model editor to see it textured. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
dennis Posted March 13, 2013 Author Share Posted March 13, 2013 You need to import all your textures, LE 3 will create ".tex" files. Than for each you must create a material where you will put the texture and choose the shader. Than dag the material to the 3D model in editor or in model editor to see it textured. Okay thanks, but this isn't working for me because I have multiple textures per model. so I want to import the model with all his textures as it was in LE2. all this annoying work for just importing some models is just useless time waste. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 13, 2013 Share Posted March 13, 2013 Okay thanks, but this isn't working for me because I have multiple textures per model. The way you can do it is multiple materials per object. lIke the game "Darkness" The barbarian have two materials : one for character , another for shield and weapon. so I want to import the model with all his textures as it was in LE2. They ar not compatible and using FBX format and new workflow of LE3 , you must do all step by step. all this annoying work for just importing some models is just useless time waste. If you have FBX, the iimport is just drag the model on the editor., it's not time waste. Because it's not a new LE3 project but a migration , like using some engine than using another one indeed you'll have lot of hard work Quote Stop toying and make games Link to comment Share on other sites More sharing options...
dennis Posted March 13, 2013 Author Share Posted March 13, 2013 The way you can do it is multiple materials per object. lIke the game "Darkness" The barbarian have two materials : one for character , another for shield and weapon. They ar not compatible and using FBX format and new workflow of LE3 , you must do all step by step. all this annoying work for just importing some models is just useless time waste. If you have FBX, the iimport is just drag the model on the editor., it's not time waste. Because it's not a new LE3 project but a migration , like using some engine than using another one indeed you'll have lot of hard work I have roughly 2000 items I need to process, and if they are all untextured I have some big problem. the importing is really fast but with no textures there is an little issue haha Quote Link to comment Share on other sites More sharing options...
Josh Posted March 13, 2013 Share Posted March 13, 2013 You need to import all your textures, LE 3 will create ".tex" files. Than for each you must create a material where you will put the texture and choose the shader. You don't have to do any of that. It's all in the documentation. 1. Right click on a texture and select the Generate Material > Dynamic menu item. Your material will be created. 2. Open the model in the model editor. Drag the material you want to apply onto the surface you want it applied to. 3. Press the Save toolbar button in the model editor to resave your model with materials applied. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
dennis Posted March 13, 2013 Author Share Posted March 13, 2013 You don't have to do any of that. It's all in the documentation. 1. Right click on a texture and select the Generate Material > Dynamic menu item. Your material will be created. 2. Open the model in the model editor. Drag the material you want to apply onto the surface you want it applied to. 3. Press the Save toolbar button in the model editor to resave your model with materials applied. There are multiple textures... why doesn't the editor use the textures assigned in the model itself? Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 13, 2013 Share Posted March 13, 2013 I think it's the wya howworks the base graphic shader layer of Leadwerks 3. So multiple textures will mean multiple materials. It could be some future evolution : when importing FBX model, LE3 would detect multiple diffuse textures , than it would import all assigned textures, and then create one material per texture behind the scenes for you. How many models do you have to convert ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
dennis Posted March 14, 2013 Author Share Posted March 14, 2013 How many models do you have to convert ? Over 300 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 14, 2013 Share Posted March 14, 2013 HAve you a screenshot of your game on LE 2 ? I'm curious 300 is a lot Quote Stop toying and make games Link to comment Share on other sites More sharing options...
dennis Posted March 14, 2013 Author Share Posted March 14, 2013 HAve you a screenshot of your game on LE 2 ? Here ya go Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 14, 2013 Share Posted March 14, 2013 Yes it can become lot of models if we go in details. But there are some main 7,8 buildings, and the rest are details it seems. Anyway, there are solutions, it's up to you to find the best one. (even solutions like staying LE 2 for this project) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
dennis Posted March 14, 2013 Author Share Posted March 14, 2013 Those are a few buildings You see there.... that is just 1/1000 part of the actual map, which is like 4095 X 4095 as you saw. same as the small scrollbar Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted March 14, 2013 Share Posted March 14, 2013 dennis... you've got quite a bit of stuff in a single model... did you see this thread? (scroll down to post#10) http://www.leadwerks.com/werkspace/topic/5936-quick-and-dirty-lightmapping-in-leadwerks/ maybe it'll be of some help... --Mike Quote Link to comment Share on other sites More sharing options...
dennis Posted March 15, 2013 Author Share Posted March 15, 2013 dennis... you've got quite a bit of stuff in a single model... Thanks mike... but that part of the game runs at 120 FPS. no idea why but that model doesn't use much power. but I will look at it, seems really interesting Quote Link to comment Share on other sites More sharing options...
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