Hi all,
I am new to Ogre and I have been trying to export a mesh with vertex colors but everytime I do I get the following error from 3D studio Max:
Runtime error: Map support not enabled for specified map channel: -2
I am using the color cube sample that comes with the Ogre Exporter example so I do not understand what I am doing wrong. Any help that someone has will be greatly appreaciated. Thank you
Vertex Color / Vertex Paint
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mojokool
- Gnoblar
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- Joined: Fri Jun 24, 2005 2:54 am
Vertex Color / Vertex Paint
Last edited by mojokool on Sat Jun 25, 2005 5:17 pm, edited 1 time in total.
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mojokool
- Gnoblar
- Posts: 4
- Joined: Fri Jun 24, 2005 2:54 am
For anyone who is interested, I think I figured out how to export the vertex colors properly. Here what seems to work:
Whenever you have a mesh that needs to have vertex colors you need to apply two ‘vertex paint’ modifiers. The ‘vertex paint’ modifier’ at the bottom of the stack will be used to hold the ‘vertex alpha’ info on a mesh. The top ‘vertex paint’ modifier is used to hold the vertex color information. So your modifier stack should look something like this:
---------------------------------------------
+ Vertex Paint – for vertex color
+ Vertex Paint – for vertex alpha
+ Editable Mesh
---------------------------------------------
Also remember that with using vertex colors on a mesh, that the ‘Color by vertex’ option under the ‘color assignment’ category for the modifier is selected.
If anyone knows of a different way to export vertex colors and vertex alphas please let me know, but for now this seems to be the only way that won't give Max script an error and the data shows up in the meshe's .xml file.
I have also been posting on our project site things that are helping us out with the Ogre exporter, which if anyone is interested in look here:
http://gobotox.ronbravo.com/viewthread.php?tid=245
Whenever you have a mesh that needs to have vertex colors you need to apply two ‘vertex paint’ modifiers. The ‘vertex paint’ modifier’ at the bottom of the stack will be used to hold the ‘vertex alpha’ info on a mesh. The top ‘vertex paint’ modifier is used to hold the vertex color information. So your modifier stack should look something like this:
---------------------------------------------
+ Vertex Paint – for vertex color
+ Vertex Paint – for vertex alpha
+ Editable Mesh
---------------------------------------------
Also remember that with using vertex colors on a mesh, that the ‘Color by vertex’ option under the ‘color assignment’ category for the modifier is selected.
If anyone knows of a different way to export vertex colors and vertex alphas please let me know, but for now this seems to be the only way that won't give Max script an error and the data shows up in the meshe's .xml file.
I have also been posting on our project site things that are helping us out with the Ogre exporter, which if anyone is interested in look here:
http://gobotox.ronbravo.com/viewthread.php?tid=245
- sinbad
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