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PostPosted: 02.02.2009, 19:50 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Siavash wrote:
Could you explain it a bit more, then how to export and assign textures to models ?
Copy the texture manually into the right directory. The texture assignment should have come through correctly, although the path may be messed up (check the material.xml file).

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Tristam MacDonald - [swiftcoding]


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PostPosted: 02.02.2009, 20:23 
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Joined: 21.08.2008, 11:44
Posts: 354
Then I must to edit material.xml and add something like this ? (<TexUnit>)
Code:
<Material>
   <Shader source="skinning.shader.xml" />

        <TexUnit unit="0" map="cube.png" />

   <Uniform name="Materialcol" a="0.8" b="0.8" c="0.8" d="1.0" />
</Material>
Thanks for help ;)


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PostPosted: 02.02.2009, 21:23 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
If there is a Materialcol uniform it means you don't have UV texture coordinates assigned to that mesh. In this case check your Blender model.

swiftcoder wrote:
You have to export the textures separately - I don't think any of the exporters handle this for you.

The Blender exporter should do this indeed ( if everything works as expected )


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PostPosted: 03.02.2009, 05:21 
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Joined: 21.08.2008, 11:44
Posts: 354
I've selected some edges in Edit mode, then marked them seam and unwrapped them. I've exported the uv map in UV/Image Editor [using Save uv face layout script], then edited the .tga/.svg picture in gimp and saved .png image. Then I've imported the .png in UV/Image Editor and checked the TexFace in Materials panel. Now it's time to export the cube, but there isn't any textures in texture folder.

I've tried this by adding a simple image in Texture panel and exporter, exports that image successfully and places the image in texture folder and there isn't any Materialcol uniform again. But it fails to export the UV textures. or perhaps I'm wrong with some steps ?


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PostPosted: 03.02.2009, 08:12 
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Joined: 21.08.2008, 11:44
Posts: 354
I've tried another sample from blender art magazine and exporter works correctly. I'm wrong with something, but any helps are welcome from blender guys :)

[SOLVED] FORG10 to load the texture in texture panel again and tell to the blender to use UV coordinates for texture, thanks for help :wink:


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