How to get Texture image to work with Blender and python exporte
by Winston Nguyendon · in Technical Issues · 11/10/2004 (11:07 pm) · 3 replies
How do I get the Blender Torque exporter to migrate Texture.jpg.png, to work. I try the resource.html and still
cannot get the texture to stick to the object. I did have the
Blender material and the image file with the same name...
cannot get the texture to stick to the object. I did have the
Blender material and the image file with the same name...
#2
of only 1 material to 1 image.png, Because the python exporter
only allow 1 "material-name1" to 1 texture -> "material-name1.png".
And only in "UV" map mode, which if you have a 4 faces cube,
one cannot map 4 textures.png to each of the 4 side, because
of the name differential. There is only 1 material link associate
with 1 draw object. This is my current understanding of this
Blender exporter. Pardon me if I am wrong. Please tell me
other wise. In MilkShape on Window, for example, the texture
as I remeber ( a long time ago ), can map to as many side
of the polygon, as to many texture files.
11/12/2004 (8:41 pm)
ShadowDragon: Thank you, I got it to work. But there is a limitof only 1 material to 1 image.png, Because the python exporter
only allow 1 "material-name1" to 1 texture -> "material-name1.png".
And only in "UV" map mode, which if you have a 4 faces cube,
one cannot map 4 textures.png to each of the 4 side, because
of the name differential. There is only 1 material link associate
with 1 draw object. This is my current understanding of this
Blender exporter. Pardon me if I am wrong. Please tell me
other wise. In MilkShape on Window, for example, the texture
as I remeber ( a long time ago ), can map to as many side
of the polygon, as to many texture files.
#3
The exporter allows one to use "sticky" coords, or the preferred "UV" coords you can assign in the UV editor (F). Be sure to set "UV" in the material mapping options for the first texture channel if you want UV coords,, or "Stick" for sticky coords.
If you want multiple materials on an object, you need to create new material indexes on the object, and assign them to specific faces accordingly (all in the mesh edit tab).
11/13/2004 (12:09 am)
The exporter directly exports materials associated with meshes as-is. e.g. if you have a material "Bus", torque would try to load "Bus.jpg" or "Bus.png" (etc).The exporter allows one to use "sticky" coords, or the preferred "UV" coords you can assign in the UV editor (F). Be sure to set "UV" in the material mapping options for the first texture channel if you want UV coords,, or "Stick" for sticky coords.
If you want multiple materials on an object, you need to create new material indexes on the object, and assign them to specific faces accordingly (all in the mesh edit tab).
Shadowdragon
Other wise torque won't be able to read it.