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Posted (edited)

No shader issue with the model. Even if path to textures set to like "//doom\darkmod\textures\props\trees"

Do i need MTR file to represent model in DR or what?

Thanks!

Edited by someTaff

What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?

Posted

All textures in the game require a material shader, because a "texture" in D3 is usually a mixture of three or more different image files.

 

For basic testing, all you need is this:

 

shader_name

{ diffusemap "[path and name of image file]"}

 

Then name the surface "shader_name" in LW.

  • Like 1
Posted (edited)

Then name the surface "shader_name" in LW.

Can you be more specific about shader and LW?

Got mtr and textures, they look allright in TDM

treetr.jpg

Goodbumpkins i just renamed shaders in LW with TDM mtr-names and it worked!

tree_tr.jpg

it's ugly, too hipoly, but it works!

Gona make more pretty trees!

tr_ar.jpg

Whats the tris policy on trees? About <3k?

Edited by someTaff

What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?

Posted
Whats the tris policy on trees? About <3k?

 

Yes, as long as the majority of it doesn't cast shadows that should be fine. A lower poly version for LOD would also be useful.

  • 7 months later...
Posted
Then name the surface "shader_name" in LW.

specifying my own paths to the textures but retaining the original texture names didn't work, so I have to open up the .LWO model in a text editor (in this case notepad++) and see what path the model was expecting to see.

 

Is there no way to use custom paths with an .LWO model then..?

bhm_banner.jpg

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