hdeboer332 wrote:It only mentions two texture files, there are about 10. That isn't right..
Are you exporting the entire scene or just "selected objects"? Try the latter if it's exporting too much. (Note that it will also try to export stuff like splines and other helpers as .meshes - just delete them)
I'm not entirely sure, but ogremax
might just export all custom materials you have on your materials palette instead of just ones you're using... I forget
1. Am I to understand exporting to .scene splits the object up into multiple meshes which I should then link inside of my ogre project. If so, what's the .scene file for?
From how I use ogremax, it exports each object as a .mesh and the .scene tells you how they were placed in the scene. You can either load the .scene file directly (there's loads of tutorials and sample code on how to do this) or just convert it to your own world file format, or even just hard-code it if you want. It's just XML so it should be easy to read.
I personally convert the .scene to my own file format which stores all of the components game objects are made of, including relative positions/rotations of all of the meshes. At runtime I give each game object its own scene node and then make child scene nodes from it for attaching all of the other meshes onto it.
2. What am I doing wrong, how can I make the mesh (or meshes) export with a material file that properly links texture files to the object?
keep in mind that if you're using max's default materials, OgreMax won't know what to do with most of it if you're doing anything advanced with them. All of my textures as simple diffuse ones so they aren't a problem for me, but if you're doing stuff like bump maps and fancy stuff like that, it might not know how to use them.
Oh! One last thing to keep in mind: If your texture filename has any spaces in it, you'll need to put quotes around the filename in your .material file, but Ogremax doesn't add them automatically.
so your
should be
I would also recommend commenting out the other stuff in that material (such as the
colour_op's and
transform) until you've got the diffuse working.