Hello,
Please help. I read thru the tutorials and watched the video tut. I can export a mesh fine, but the material always throws the "choose Standard or Multimaterial" error. I saw this same error in the video, but that was using the old exporter with a set button. Is this a max setting? Please help Iam not an artist and dont know max at all, but need to build some placeholder art for a project. If this is a stupid setting somewhere feel free to laugh at me as long as you give me the answer.
Thank You
To me it sounds like you've got a material type other than Standard or Multi/Sub-Object assigned to your object, such as Shell, Composite, Blend, etc. There are 20+ different type's of materials, so getting an exporter to cover all bases is a mean feat.
I've knocked this quick script together that will check all the geometry in the scene and list objects with incompatible materials for you. It might help, you never know!.
rollout roMatCheck "Non-Ogre Materials" height:163
(
listbox lb_found height:10 offset:[0,7]
on roMatCheck open do
(
for i in $geometry do
(
m = (classof i.material) as string
if m != "Standardmaterial" then
(
if m != "Multimaterial" then
(
tmpArray = lb_found.items
append tmpArray i.name
lb_found.items = tmpArray
)
)
)
)
)
createDialog roMatCheck style:#(#style_toolwindow,#style_sysmenu)
@Fantastico: I ran ur script and got the widow w/ header "Non-Ogre Materials" and the rest blank. I assume that it didnt find any non-ogre materials. thanks neway.
@psy: I am using the 3D Studio Max Mesh & Animation Exporter and will try octopus. I am also using the ogre specific material settings with this exporter. I followed the tut perfectly ( I think ), but they are both with older tools. Is the 3ds max material exporter tool available for dl somewhere, I cannot find it.
For the way to export material to Orge, please use only standard or multi-subobject as tested for 3DSMAX Orge exporter. But for Octopus you could do some other specific to Orge material as it has Orge material for using in 3DSMAX.
If you are using multi-subobject, please be sure that you assign sub-mesh IDs as they are created in multi-subobject. Another thing to be noticed is you shouldn't have the material names repeated. This might be troublesome for the material assignment.
Thanks for the help/advice
I worked around this problem by using standard material instead of the ogre specific material. I still believe that there is some simple thing that I am overlooking to get the ogre specific setting to work, but at least i have something now. Octopus seems to be the next step for me.
Thanks Again