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Help with Texturing tree model...


AluminumHaste

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So I got my tree model into Lightwave and used the material editor to apply the bark texture using the uvmaps provided by the tree generating utility, which looks good. Now I copied the .low file to the models directory and it shows up in DarkRadiant and works great. Only problem now is that the textures aren't showing up in the editor, do I have to create a .skin file?

 

Also don't models required a material file? Sorry the wiki isn't much help right about now. I've looked at the other models and tried to see what they need, but it's not helping much either.

 

So what I've got is:

 

mytree.lwo and all associated uvmaps for all the subgroups of the model. The trunk, bough, branch 1,2,3 etc.I've applied a texture to the model using the uvmaps to wrap it properly. Now how do I get it to look like that in DarkRadiant/Darkmod?

 

Any help is greatly appreciated.

I always assumed I'd taste like boot leather.

 

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You need to add a material definition for your texture. Create a file "aluminumhaste.mtr" and put your material in there (you can copy a simple one from another model material file).

 

Name it something like "models/tree/blah". In Lightwave, the texture in the surface editor must use the same name.

 

You only need a .skin file if you want to replace a material in the model with a different material.

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You need to add a material definition for your texture. Create a file "aluminumhaste.mtr" and put your material in there (you can copy a simple one from another model material file).

 

Name it something like "models/tree/blah". In Lightwave, the texture in the surface editor must use the same name.

 

You only need a .skin file if you want to replace a material in the model with a different material.

 

Thanks, I'll give that a try tonight. So I converted two of the bark dds files to jpeg, because lightwave can't view dds files. I then saved those jpegs to the desktop, it's called bark01 or something like that. The other branches use bark02, same as the cuts. Now those were all set up in the surface editor in lightwave.

Okay I'll play with that at work tonight and see how it goes.

I always assumed I'd taste like boot leather.

 

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