Two related questions here. I'm using the Octopus exporter in 3DSMax 7.
1. Exported materials are getting funky names. I name both the material and the Map the same name, for instance "swamptree1_leaves". But sometimes (not on all models) the exporter gives the name "Material_#38/swamptree1_leaves". Why is this and how do I fix it?
2. Not only am I getting the funky name exported, but I'm also getting the name I expect ("swamptree1_leaves"), but it is unused. I can delete that material description from the material file and it loads fine. I also on occasion get a bunch of unused materials such as "Material_#1". How do I get rid of these by fixing the model (rather than editing the material file manually).
Exporting more materials than desired [SOLVED]
- DrPain
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Exporting more materials than desired [SOLVED]
Last edited by DrPain on Thu Aug 04, 2005 4:02 pm, edited 1 time in total.
- jacmoe
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You simply have to enter the material editor (or whatever its called) - and create OGRE materials.
To save me from some typing, you might want to check out the links here - Wiki::Articles::Ogre&Art:
http://www.ogre3d.org/wiki/index.php/OgreArticles
To save me from some typing, you might want to check out the links here - Wiki::Articles::Ogre&Art:
http://www.ogre3d.org/wiki/index.php/OgreArticles
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Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- DrPain
- Gnome
- Posts: 349
- Joined: Tue Jul 05, 2005 2:51 pm
- Location: Connecticut, USA
Ok, here's what was happening.
I had acquired a mesh (from TurboSquid) that had a multi-material assigned to it. However, that material did not show up in the material editor. When I assigned a new material to the object, the original material was still being exported, with all its sub-materials.
To fix it, I retrieved the material from the scene (in material editor: Get Material/Scene) to figure out the material name. I also knew the name from the exported .material file, but that's how I got it this time.
Then I created a new Ogre material and gave it the same name (important!). When I applied this new material to the object, a dialog box popped up asking if I wanted to replace or rename. Pick replace, and the old material is gone.
At this point, you can rename the material to whatever you want and all will be fine.
I had acquired a mesh (from TurboSquid) that had a multi-material assigned to it. However, that material did not show up in the material editor. When I assigned a new material to the object, the original material was still being exported, with all its sub-materials.
To fix it, I retrieved the material from the scene (in material editor: Get Material/Scene) to figure out the material name. I also knew the name from the exported .material file, but that's how I got it this time.
Then I created a new Ogre material and gave it the same name (important!). When I applied this new material to the object, a dialog box popped up asking if I wanted to replace or rename. Pick replace, and the old material is gone.
At this point, you can rename the material to whatever you want and all will be fine.